codex: eldar 2010 reedition v.3.1

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  • 8/9/2019 Codex: Eldar 2010 Reedition v.3.1

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    Codex: EldarFan-edited by Drake, 2010

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    ForewordFor all purposes, this fan made codex wasn't designed to put down the

    original Codex: Eldar from year 2006. It's good, almost perfect (it fits 5th edition in

    most cases). But there are several units or powers that need revision (not immediate,

    but still) or rewritting. In this publication, I present my vision of that needs to bechanged and what doesn't need to. Fluff is not be inserted it's pointless. See Codex:

    Eldar if You want some (or Lexicanum). I ommited some sections, as HQ section

    which is (for me) good. If there are suggestions about it, e-mail me. So, sit in a

    comfortable place, take a cup of tea or coffee and enjoy what I have written for You.

    Special Rules:Fleet of Foot as in the codex: Eldar.

    Exarch Might every Exarch has got an Eternal Warrior special rule.

    Wargear and Armoury(Only items that need rewritting are listed here).

    Avenger Shuriken Catapult S4AP5, Assault 2. Can re-roll all 1 for hit.

    Plasma Grenade Launcher 24 S3 AP5, Assault 1 blast, pinning

    Wrist-mounted Plasma Grenade Launcher 12, S3 AP5, Assault 1 blast, pinning

    Biting Blade When hit is struck, roll to wound unless you fail to wound a target. Biting blade is

    two-handed close combat weapon.

    Power glove Ancient and powerful fist, forged by Vaul's blacksmiths. It doubles the user

    strength but lowers I to 1 and ignores armor saves.

    Warp Jump Generator: as in codex, in addition Warp Spiders ignore terrain in all cases

    (Dangerous Terrain tests, as Terrain an't slow them down while they Run or Flee; they're not

    affected by terrain while Assaulting, neither their movement is reduced nor their I value)

    Crystal Targetting Matrix One additional weapon is treated as a defensive weapon.

    Vyper Chariot It's a sophisticated and heavy modified Vyper. It comes without the weapon

    platform at the rear; instead it has a place for a highly skilled raider, who wants to reach his prey at

    very, very fast speed. It can be taken only by an Autarch or Arch-Farseer. It adds them +2T and

    Hit&Run Special Rule.

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    Rangers

    Squad Capacity: 3-10 Rangers/Pathfinders 16pts per model

    WS BS S T W I A Ld SvRanger 3 4 3 3 1 4 1 8 5+Pathfinder 4 4 3 3 1 4 2 9 5+

    Wargear: Ranger Long rifle and Shuriken pistol,

    Special Rules: Fleet of Foot, Masters of Stealth, Pathfinders

    Options: Every Ranger can be upgraded to a Pathfinder for +8pts.

    Pathfinders: Each patfinder is a master of stealth and excellent sniper. They

    improved their Long rifles, making them even deadlier than before. Pathfinders Long

    rifles always wound on a roll of 3+. In addition, due to immerse skill of those Outcast

    warriors, each roll to hit of 5+ counts as AP1.

    Dire AvengersSquad Capacity: 5-10 Dire Avengers. Each Dire Avengers costs 12 points.

    WS BS S T W I A Ld Sv

    Dire Avengers 4 4 3 3 1 5 1 9 4+Exarch 5 5 4 3 2 6 3 10 3+

    Wargear: Avenger Shuriken Catapult, Plasma Grenades, CCW and Shuriken Pistol.

    Special Rules: Bladestorm, Defend (only if Exarch is present); Noble warriors

    Options: Upgrade a single Dire Avengers to an Exarch for +40 points. He is armed

    with two wrist-mounted Shuriken Catapults. He may exchange one Shuriken Catapult

    with Power Glove for +15pts; He may exchange both Catapults with Power weapon

    and shimmershield for +15pts. Additionally, one Dire Avenger can exchange his

    Close Combat Weapon with Power Sword for +15pts.

    Special Rules:

    Noble warriors Dire Avengers are known for their specific sense of honour. They

    never fall back, even in the direst of circumstances. Simply they know no fear. Ortheir honour doesn't allow them to do so. To represent this, all Dire Avengers cannot

    be caught by Swooping Advance they will regroup and continue fighting.

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    ELITESWraithguard

    Squad Capacity: 3-10 Wraithguard 31pts per model

    WS BS S T W I A Ld Sv

    Wraithguard 4 4 5 6 1 4 1 10 3+Warlock 5 4 3 3 1 5 2 9 4+

    Wargear: Wraithcannon

    Special Rules: Wraith construct, Fearless, Wraithsight, Feel no Pain

    Wraith construct Wraithguards are very versatile and reliable constructs. Every

    one of them contains a valuable spirit stone of a slain Eldar warrior. If Wraithguard is

    slain, it's spirit stone can be recovered and transferred into another shell. But

    sometimes a spirit's will to fight is so dense, that it can reverse the Wraithguard's

    death. To represent this trait, every Wraithguard, after being slain, may try to stand

    up to continue fighting. On a dice roll of 5+, it returns to battle. If it fails, it is

    removed from play as usual. This power is disabled if Wraithguard was slain by a

    weapon that ignores armour saves.

    Options: Every Wraithguard can exchange his Wraithcannon for a Wraithsword with

    no additional point cost. Each Wraithsword is a power weapon that adds +1A to his

    bearer.

    Transport: A unit containing of 5 or less wraithguard can be mounted in WaveSerpent. Remember, that a single Wraithguard counts as two models for the purpose

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    of transport!

    Howling Banshees

    Squad Capacity: 5-10 Banshees 14pts per model

    WS BS S T W I A Ld Sv

    Banshees 4 4 3 3 1 5 1 9 4+Exarch 5 5 4 3 2 6 3 10 3+

    Wargear: Power Weapon and Shuriken pistol, Banshee mask

    Special Rules: Fleet of Foot, unit led by Exarch gains Furious Charge & Acrobatic.

    Options: Upgrade a single Banshee to Exarch for +50 points. Exarch may replace her

    shuriken pistol for W-M PGL for no points, Triskele at +5 pts , exchange power

    weapon to Executonier for +10 points or both to Mirrorswords (power weapon,

    doubles bearer's attacks before modifiers, re-roll to hit rolls) for +20 pts.

    Transport: A unit of Banshees containing 10 models or less may be mounted in

    Wave Serpent.

    Striking ScorpionsSquad Capacity: 5-10 Scorpions 14pts per model

    WS BS S T W I A Ld Sv

    Scorpions 4 4 4 3 1 5 1 9 3+Exarch 5 5 4 3 2 6 3 10 3+

    Wargear: CCW and Shuriken pistol, Mandiblasters

    Special Rules: Camouflage, unit led by Exarch gains Counter Charge; Stealth &

    Scout.

    Camouflage - +1 to cover save when in cover. Gives them also 6+ cover save in

    open terrain

    Options: Upgrade a single Scorpion to Exarch for +50 points.. Exarch may replace

    her/his shuriken pistol to Scorpions Claw per +15 points; exchange close combatweapon to Bitting Blade for +5 points or both to Chainsabres for +10 points.

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    Transport: A unit of Striking Scorpions containing 10 models or less may be

    mounted in Wave Serpent.

    Fast Attack

    Warp SpidersSquad Capacity: 5-10 Warp Spiders 20pts per model

    WS BS S T W I A Ld SvSpiders 4 4 3 3 1 5 1 9 3+Exarch 5 5 4 3 2 6 3 10 3+

    Wargear: Warp Jump Generator; Death Spinner; Spider's Chelicerae; Haywire

    Grenades

    Special Rules: Warp Jump, Perfect Deep Strike

    Options: One Warp Spider can be upgraded to an Exarch for +50pts. Exarch can buy

    additional death spinner for +5pts. He can also upgrade his blades into power blades

    for +10pts. He can also exchange his death spinners with a spinneret rifle for +5pts.

    Perfect Deep Strike Perfect Teleportation: while Deep Striking, roll 3D6 to see

    how far the unit Scatters and choose any two dice you like.

    Spider's Chelicerae Warp Spider Exarch is armed with two poisoned blades, that

    always wound on a roll of 4+ regardless of the enemy's Toughness value.

    Swooping Hawks

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    Squad Capacity: 5-10 Swooping Hawks 17pts per model

    WS BS S T W I A Ld Sv

    Hawks 4 4 3 3 1 5 1 9 4+Exarch 5 5 4 3 2 6 3 10 3+

    Wargear: Hawk's Wings, Lasblaster, CCW and Laspistol. Exarch is armed withPower Weapon and laspistol. All Swooping Hawks have grenade packs.

    Special Rules: Fleet, Skyleap, Intercept; Sustained Assault (Exarch only) - for every

    Close Combat hit Exarch gains additional attack, keep rolling to hit until there are no

    hitting attacks, all hits scored till this moment are proper hits and roll to wound for

    each

    Options: Single Hawk may be upgraded to an Exarch for +50 pts. Exarch may

    exchange his Shuriken pistol with W-M PGL for +5 ponits; replace his lasblaster withHawk's Talon for +15 points, Sunrifle for +15; replace Close Combat Weapon with

    Power Weapon for +10 points. Two other Hawks can exchange their lasblasters with

    flamers for +8pts. One Hawk can exchange his CCW for power weapon for +10pts.

    Swooping Hawks Grenade pack: It's a Large Blast template weapon with S4AP5.

    Every additional 2 Swooping Hawks from the minimum 5 gives +1S to the pack's

    strength. For example, a Unit of 10 Swooping Hawks will deploy a Large blast

    template with strenght equal to 6 giving S6AP5 Large Blast.

    Vypers

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    Front Armor Side Armor Rear Armor BSVyper 10 10 10 3

    Squadron: 1-3 Vypers. One Vyper costs 50pts.

    Type: Fast, Skimmer, Open-Topped

    Special Rules: Skilled Riders, Scout

    Wargear: The Vyper is armed with twin-linked shuriken catapults and a single

    weapon chosen from the following list: EML at +15pts; Scatter Laser at +10pts;

    Starcannon at +15pts; brightlance at +20pts; Shuriken Cannon for +5pts.

    Options: Shuriken Catapults can be exchanged for a Shuriken Cannon for +5pts.

    Vyper may be upgraded with Spirit Stones for +5pts; Crystal Targetting Matrix for+5pts.

    Skilled Raiders as in the Rulebook

    HEAVY SUPPORT

    Dark Reapers

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    Squad Capacity: 3-8 Reapers 28pts per model

    WS BS S T W I A Ld Sv

    Reapers 4 4 3 3 1 5 1 9 3+Exarch 5 6 4 3 2 6 2 10 3+

    Wargear: Reaper Launcher

    Special Rules: Crack Shot, Fast Shot (if Exarch is present).

    Options: Upgrade a single Reaper to Exarch for +60 points.. Exarch may replace

    her/his Reaper Launcher for Tempest Launcher for +20pts; EML for +10pts; Ancient

    Shuriken Cannon for +25.

    Exarch leads the way: When Exarch is present, all his powers are transferred into

    his squad mates.

    Fire Prism Grav Tank

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    Front Armor Side Armor Rear Armor BS

    Fire Prism 12 12 11 4

    Squadron: 1-3 Fire Prisms, each one 125pts.

    Type: Fast, Skimmer

    Special Rules: Diamond-Hard Crystal, Fire Focus

    Diamond-Hard Crystal: Prism's main weapon is immune to first Weapon Destroyed

    result.

    Fire Focus: Exactly as in the Codex: Eldar.

    Options: Shuriken Catapults can be exchanged for a Shuriken Cannon for +5pts. Fire

    Prism can be upgraded with Spirit Stones for +10pts; Vectored Engines +20pts; Star

    Engines +15pts; Holo-Fields +25pts; Energy Field +25pts.

    HQ

    Farseer - 80pts.

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    WS BS S T W I A Ld Sv

    Farseer 5 5 3 3 3 5 2 10 4+

    Wargear: Witchblade, Ghosthelm, Shuriken Pistol, rune armour (4+ invulnerable

    save)

    Special Rules: Independent Character, Chain Lightning (Psychic Power), Fleet of

    Foot, Psychic Powers

    Options: Farseer can exchange his/her Witchblade with Seerstaff for +20pts or with

    Singing Spear for +10pts. He can buy Spirit Stones for additional +15pts; Runes of

    Warding for +15pts; Runes of Witnessing for +10pts. He can also ride to battle on a

    jetbike for +30pts.

    Seerstaff a highly potent staff, made from wraithbone. It is somehow a conductorbetween the warp and the Farseer. It also raises his potential, making him one of the

    deadliest psykers in the galaxy. For all purposes, Seerstaff is a Force Weapon. In

    addition, Farseer may re-roll failed psychic test roll once per turn.

    Eldritch Storm This power is cast in a shooting phase. Choose a unit or a vehicle

    18 in the Farseer's line of sight. If he passes the Psychic test, place a marker under

    the target. If it is an infantry squad, it is hit with 2d6+X (X as being the number of

    models in the squad) S4AP- hits and must take a Pinning test. If it is a vehicle, roll a

    2d6+4 for armour penetration. Roll a scatter dice to know which side of the vehicle ishit. Additionaly, it is spun in the direction chosen by the scatter dice. If you roll a hit,

    you may choose the direction and the vehicle is always hit on the rear. Monstrous

    creatures always receive d6+X (as X being the number of wounds which the MC has)

    S4AP- hits.

    Powers that can be bought by the Farseer:

    Doom 20pts

    Eldritch Storm - 25pts

    Fortune - 30ptsMind War - 15pts

    Guide 20pts

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    Autarch - 50pts.

    WS BS S T W I A Ld Sv

    Autarch 6 6 4 3 3 6 3 10 3+

    Wargear: Close Combat Weapon, Shuriken Pistol, Plasma Grenades, Haywire

    Grenades, Autarch Armour (3+ armour save, 4+ invulnerable save)

    Special Rules: Independent Character, Fleet of Foot, Master Strategist, Warrior Born

    Options:

    Autarch can exchange his CCW for one of these weapons:

    Power Sword for +10pts

    Chainsword +5pts

    Power Glove + 20pts

    Web of Skulls +15pts

    Starlance (Jetbike or Vyper only) + 20pts

    Autarch can buy one of these weapons:

    Fusion Gun +10pts

    Reaper Launcher +10pts

    Death spinner +5pts Shuriken Catapult for +2pts

    Lasblaster for +4pts

    Autarch can additionally buy one of these:

    Banshee mask +4pts

    Mandiblasters +10pts

    And one of these:

    Warp Jump generator +15pts

    Swooping Hawk wings +10pts

    Eldar jetbike +25pts

    Vyper chariot +35pts

    Master Strategist Eldar player adds +1 to his reserve rolls. In addition, at the

    beginning of the Eldar turn, after deploying forces on the table, he may choose one

    unit or vehicle to change its placement.

    Warrior Born Autarch always hits on a roll of 3+ in close combat, no matter thecircumstances. In addition, you MAY buy him one of the following powers:

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    Feel no Pain for +20pts

    Scout for +15pts

    Furious Charge +10pts

    The Avatar of Khaine

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    Khaela Mensha Khaine, The Destroyer, The Reaper,

    The Bloody Handed God, The Wailing Death

    "By my bloody hand the enemy shall not live past this day."

    WS BS S T W I A Ld Sv

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    Avatar of Khaine 10 4 6 6 5 7 5 10 2+

    Unit Type: Monstrous Creature (Unique)

    Cost: 280 points

    Special Rules: God of War, Molten Body, Fearless, Inspiring, Fear Embodiment,

    Daemon (4+ Invulnerable save), The Wailing Doom, Eternal Warrior

    God of War The Avatar is an embodiment of the Eldar former god, Kaela Mensha

    Khaine. He was (and still is!) the best warrior in the entire galaxy. To represent this,

    he always hits on a roll of 2+.

    Molten Body He is immune to all flame and melta-based weapons. This includes

    Incinerator, Burna, Scorcha, Fusion Gun, etc. In additional, all enemy and friendlyunits that are in base contact with Avatar and have armour save worse than 4+ suffer

    from S3AP5 D3 hits per assault turn.

    Inspiring All Eldar units in a range of 12 are fearless and receive a bonus of

    +1WS.

    Fear Embodiment All units willing to charge an Avatar must roll for a leadership

    test with a penalty of -1. If they fail, they freeze and refuse to take an action.

    Additionally, when Avatar charges a unit, all squad members must roll for aleadership test with penalty of -1. If they fail, they will hit the Avatar on a roll of 6+.

    Options: Avatar of Khaine is a fearsome warrior, but he doesn't only rely on his

    martial skills. He may choose one of these three powers:

    Fiery Breath 15pts

    Hecatomb 30pts

    Gaze of Flames 20pts

    Fiery Breath It is a flamer-based attack. Place a flamer template on a squad or unit

    you wish to attack. It receives a S5AP3 hits, basing on how many models the

    template touched.

    Hecatomb Place a Large Blast template centered on the Avatar. All models under

    the template suffer D3 S5AP4 hits.

    Gaze of Flames Avatar may choose one unengaged in combat model may it be an

    independent character in a range of 18. It rolls for and leadeship test with a

    modifier of -2. If it fails, that model has his attacks reduced to 1 till next Eldar turn,

    even when charging. If it passes, it loses only 1 attack from the pule.

    The Many Shapes of The Mighty Wailing Doom

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    The Spear of Khaine

    A mighty and potent weapon. Embodiments the power of

    Khaine as a unreeling hunter, who always gets his prey.

    The Spear of Khaine gives his ruler a power to throw it into enemies from

    vast distances. When this shape is chosen, Avatar can throw it at a distance

    of 24. It has the following profile:

    S10AP1, Lance 1

    Note that the Avatar cannot charge after throwing his spear. It must returnto him, obviously.

    In close combat, The Spear of Khaine is treated as a two-handed weapon.

    It doesn't confers any bonuses, either.

    The Sword of Khaine, Wailing Doom

    A fierce and fearsome weapon. Original form of the

    Wailing Doom, thought and said to be forged by the god of

    forges, Vaul. Although his fate is unknown today, his

    greatest work still fights.

    The Sword of Khaine is a great weapon for killing any opponent. A strikefrom it can cut a Land Raider with ease, not to say a petty Space Marines

    trying to approach the Avatar.

    The Sword of Khaine is a single-handed weapon that gives the Avatar +2

    attacks when charging, instead of the normal +1.

    The Axe of Khaine, Sledgehammer of the Gods

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    The last, but not least, form of the fearsome Wailing Doom.

    Fuegan, a Fire Dragons Phoenix Lord forged himself

    merely a replica of this weapon, but still obtaining a

    weapon that is almost as much feared, as the original one.This is the trait of the Khaine as the Destroyer.

    This embodiment of the Wailing Doom is a bane of all vehicles across the

    galaxy. It is the only weapon, that can cut off pieces from the monolith as

    easily as turn Land Raider to shreds. In addition, the Avatar becomes

    stronger.

    The Axe of Khaine gives the Avatar +2S but lowers his Initiative to 5. Italso ignores the Monolith's Living Metal special rule.