codex: eldar 2010 reedition v.3.2

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  • 8/9/2019 Codex: Eldar 2010 Reedition v.3.2

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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.

    Fusion all weapons that have a Fusion special rule always roll 2d6 for an armourpenetration, no matter the range.

    WargearAncient Shuriken Cannon 24 S6AP5, Assault 3, Rending

    Avenger Shuriken Catapult 18 S4AP5, Assault 2

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

    Under-barelled Plasma Grenade Launcher 12 S3 AP5, Assault 1 blast, pinning

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

    Flechette Gun S6AP- , Assault 1 Template

    Dragon's Breath Flamer S5AP4, Assault 1 Template

    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)

    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. For all purposes it is

    normal Vyper, but without the Scout special rule, AV11 on front and rear and the weapon platform,as mentioned before. Additionally, it cannot be abandoned by its rider until its destroyed and in

    close combat it is treated as a dreadnought.

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    Executioner Forged primarly to be a representative weapon, nowadays this ancient tool of battle

    is as much deadly, as a power sword. It is a lesser form of Howling Banshees fearsome Executioner,

    which lacks its strength, but still gives its bearer a force not to be underestimated. What a shame

    awaits a proud Space Marine slaughtered by an Eldar civilian with this weapon?

    Executioner is a two-handed power weapon that adds +1 S to its bearer.

    Singing Spear gives the bearer an ability to throw it at range of 12 with S8AP3, Assault 1,

    Lance. For a purposes of close combat, it is a two-handed Witchblade.

    Witchblade A psychic-driven weapon of many shapes. It always wounds on a roll of 2+, and on a

    roll of 6 it ignores invulnerable and armour saves.

    Fusion Pistol 6 S8AP1, Assault 1 Fusion

    Fusion Pike 18 S8AP1, Assault 1 Fusion

    Wraithsword A medium-sized (to a Wraithlord's standards!) sword made of wraithbone. It isconsidered very heavy, but the truth is that this elegant weapon weights very little comparing to its

    size. Therefore, each Wraithsword gives the Wraithlord +1 Attack.

    Wraith zweihander A giant sword, used to crush everyone on the Wraithlord's path. It maximizes

    the Wraithlord's strength to a maximum of 10 and allows him to re-roll all 1 to hit rolls.

    Wraithglaive A glaive fitted to match the Wraithlord's size. It is used to distract the enemies

    movements and to lay waste in his ranks at the same time. It lowers the enemy squad's WS by 1 and

    gives the Wraithlord a 6+ Invulnerable save and it is a two-handed weapon.

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

    Energy Field A sophisticated field that lowers the strenght of even the mightiest of weapons. It

    lowers the strenght of all ranged weapons to 8 and ignores additional dices for penetration (fe.

    Caused by a melta weapon). It is always installed on the side and front parts of the vehicle.

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    Army List

    TROOPS

    Guardian Defenders SquadSquad Capacity: 10-20 Guardian Defenders 7pts per model

    0-1 Master of Defence - 20pts

    WS BS S T W I A Ld Sv

    Defender 3 3 3 3 1 4 1 8 5+

    Master of the Defence 4 4 3 3 1 4 2 9 4+Warlock 4 4 3 3 1 5 2 9 4+

    Wargear: Shuriken Catapult

    Special Rules: Fleet of Foot; Split fire (if Master of the Defence is present)

    Character: Unit may be accompanied by a single Warlock for 30pts. See Warlock

    entry in HQ section for further information. Master of the Defence is armed with

    Shuriken Catapult with under-barelled Plasma Grenade Launcher.

    Options: Two Guardians must be upgraded to a weapon team with a heavy weaponplatform, chosen from the following list: bright lance +30 points, Eldar missile

    Launcher +20 points, Scatter Laser +15 points, shuriken cannon +5 points,

    starcannon + 20 points. If squad numbers 20 Guardians, they may upgrade two other

    guardians to a heavy weapon team.

    Split Fire: Master of the Defence is an ultimate sentry and knows the weak points of

    his enemies. Each Heavy Weapon Team may fire at another target. In addition, all hits

    from Heavy Weapons are made with BS4.

    Transport: Guardian Defenders containing 12 models or less may be mounted in

    Wave Serpent.

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    Storm Guardian Squad

    Squad Capacity: 10-20 Storm Guardians 7pts per model

    0-1 Master of the Storm - 30pts

    WS BS S T W I A Ld Sv

    Storm Guardian 3 3 3 3 1 4 1 8 5+Master of the Storm 4 4 3(4) 3 1 4 2 9 4+

    Warlock 4 4 3 3 1 5 2 9 4+

    Wargear: CCW, shuriken pistol and plasma grenades. Master of the Storm has got

    power weapon or chainsword and wrist-mounted Plasma grenade launcher.

    Special Rules: Fleet of Foot; The Aspect Warrior (if Master of the Storm is present)

    The Aspect Warrior: Master of the Storm is a former Aspect Warrior, who devoted

    his life to teaching people from his craftworld in an art of war. He is not allowed to

    wear his old aspect armour nor his helmet, but his skill is still the same as it was

    before. In addition, he was allowed to take his weapon of choice from his Shrine's

    Armoury. If he was a Striking Scorpion, he is normally equipped with chainsword

    (bonus to S is included in his profile); if he was a Howling Banshee, he (or she!) is

    equipped with power sword.

    Character: Unit may be accompanied by a single Warlock for 30pts. See Warlock

    entry in the HQ section for further information.

    Options: If Master of the Storm is present, for every 5 Storm Guardians, you may

    buy:

    Chainsword for 5pts (if the Master's aspect is Striking Scorpion)

    Power sword for 10pts (if the Master's aspect is Howling Banshee)

    Flamer for 5pts (no matter the aspect)

    Meltagun for 10pts (no matter the aspect)

    For every 10 Storm Guardians, you may buy:

    Power Glove for +20pts

    Executonier for +10pts

    Transport: Storm Guardians containing 12 models or less may be mounted in Wave

    Serpent.

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    Rangers

    Squad Capacity: 5-10 Rangers 15pts per model

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

    Wargear: Ranger Long rifle and Shuriken pistol, Frag Grenades

    Special Rules: Fleet of Foot, Masters of Stealth

    Options: Every Ranger can exchange his Long Rifle with CCW for no additional

    cost. For every five Rangers, one can exchange his CCW with power sword for+10pts. Additionaly, all Rangers can buy Haywire Grenades for +2pts each.

    Dire AvengersSquad Capacity: 5-12 Dire Avengers. Each Dire Avenger costs 14 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

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

    warriors

    Options: Upgrade a single Dire Avengers to an Exarch for +50 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 weaponand shimmershield for +15pts. Additionally, one Dire Avenger can buy a Power

    Sword for +10pts. For each four Dire Avengers you can buy one under-barelled

    Plasma Grenade Launcher for +5pts.

    Special Rules:

    Targeters every Dire Avenger has got a targeter on his back. Before shooting you

    can check if the Dire Avengers squad has got range for shooting their Shuriken

    Catapults or Plasma Grenade Launchers.

    Transport Dire Avengers can have a Falcon as their dedicated transport for+115pts if their squad numbers 6 or less models. The can choose Wave Serpent, if

    their squad numbers 12 or less models.

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    ELITESWraithguard

    Squad Capacity: 3-10 Wraithguard 30pts per model

    WS BS S T W I A Ld Sv

    Wraithguard 4 4 5 6 1 4 1 10 3+Warlock 4 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 Wave

    Serpent. Remember, that a single Wraithguard counts as two models for the purpose

    of transport!

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    Howling Banshees

    Squad Capacity: 5-10 Banshees 14pts per model

    WS BS S T W I A Ld SvBanshees 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 Scorpions

    Squad 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 combat

    weapon to Bitting Blade for +5 points or both to Chainsabres for +10 points.

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

    mounted in Wave Serpent.

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    Fast Attack

    Warp Spiders

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

    WS BS S T W I A Ld Sv

    Spiders 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.

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    Swooping Hawks

    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 with

    Power 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 mayexchange his Shuriken pistol with W-M PGL for +5 ponits; replace his lasblaster with

    Hawk'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.

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    Vypers

    Front Armor Side Armor Rear Armor BS

    Vyper 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

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    HEAVY SUPPORTDark Reapers

    Squad Capacity: 3-5 Reapers 26pts 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 2+

    Wargear: Reaper Launcher

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

    Stabilisers Each Dark Reapers has a sophisticated set of stabilisers in his power

    armour. This grants them an ability to move and shoot normally, but with lowered BS

    to 3. Additionally, the must roll a d6 for moving, as in difficult terrain. This rule

    doesn't apply to the Exarch he may move and shoot freely.

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

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

    Shuriken Cannon for +25.

    Dedicated Transport Dark Reapers can have a Falcon as their dedicated transport

    for +115pts.

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    Wraithlord

    WS BS S T W I A Ld Sv

    Wraithlord 4 4 8 8 4 5 3 10 3+

    Unit Type: Monstrous Creature

    Cost: 160 points

    Special Rules: Wraithconstruct, Wraithsight, Monstrous Creature, Warrior Within

    Warrior Within each Wraithlord consists of a soul of a fallen mighty warrior. Each

    spirit was a diffrent Aspect Warrior: liked diffrent styles of fighting, diffrent weapons.

    To represent this, before taking the Wraithlord you must choose which aspect herepresents. These are sorted to two diffrent groups close combat and range combat

    centred:

    Close combat:

    Striking Scorpion - +1A, +1WS

    Howling Banshee - +1I, +1WS

    Swooping Hawk - +d6 assault movement, +1WS

    Shining Spear - +1S, +1WS

    Range Combat

    Dark Reaper - +2BS

    Warp Spider - +1I, +d6 movement

    Dire Avenger - +1WS, +1BS

    Fire Dragon - +1S, +1BS

    Close combat Wraithlord cannot take any ranged weapon, but can take two support

    weapons. He can take two close-combat weapons, but cannot mix them.

    Ranged combat Wraithlord can take two ranged weapons and one support weapon.

    He cannot take any of the close-combat weapons.

    Options:Ranged Weapons (taking two same weapons doesn't count as twin-linked):

    Scatter Laser +10pts

    Brightlance +25pts

    EML + 20pts

    Starcannon +25pts

    Close combat weapons

    Wraithsword +10pts

    Wraith zweihander +15pts

    Wraithgleaive - +20pts

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    Support Weapons

    Flamer free

    Shuriken Cannon 5pts

    Dragon's Breath Flamer 10pts

    Flechette gun 10pts

    Fusion Pikes 20pts

    Fire Prism Grav Tank

    Front Armor Side Armor Rear Armor BS

    Fire Prism 12 12 10 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.

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    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.

    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, Fleet of Foot, Psychic Powers

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

    Singing Spear for +5pts. 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 ajetbike for +30pts.

    Seerstaff a highly potent staff, made from wraithbone. It is somehow a conductor

    between 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 underthe 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 is

    hit. 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

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    Fortune - 30pts

    Mind War - 15pts

    Guide 20pts

    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

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    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.

    0-1 Seer Council

    Seer Council can only be chosen, if the Farseer or Arch-

    Farseer are present on the battlefield.

    Squad: 3-15 Warlocks, 30pts each.

    WS BS S T W I A Ld SvWarlock 4 4 3 3 1 5 2 9 4+

    Wargear: Witchblade, Shuriken Pistol, Plasma Grenades

    Special Rules: Fleet of Foot; Psychic Amplifiers, Psychic Powers

    Options: Every Warlock can exchange his Witchblade with Singing Spear for +5pts.For every 5 Warlocks one can exchange its Shuriken Pistol with Fusion Pistol. Every

    Warlock can choose one psychic power listed here. Note, that they don't need to roll

    for a psychic test these powers always work.

    Destructor for +10pts An S5AP4 Assault 1 flamer-based template attack.

    Embolden for +5pts Re-roll failed leadership, psychic or morale checks.

    Conceal for +15pts Gives the Warlock and his squad 5+ cover save.

    Enhance for +15pts Gives the Warlock and his squad +1I and +1WS.

    Psychic Amplifiers Every time the Farseer, or Arch-Farseer, use their powers,Warlocks may amplify them by rolling for a psychic test. If the pass, the maximal

    range of the power increases with inches equal to the number of Warlocks in the Seer

    Council. If they fall, the power is nullfilled and they suffer from D3 Perils of the

    Warp. This power also affects the Eldritch Storm power, but in addition to increased

    range, every 3 Warlocks give +1 to its strength and every 5 Warlocks lower the AP by

    1. For example, seer council consisting of 10 Warlocks will unleash, along with the

    Farseer, an Eldritch Storm with Strength of 7 and with AP equal to 3 at range of 34.

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    The Avatar of Khaine

    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."

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    WS BS S T W I A Ld Sv

    Avatar of Khaine 10 10 6 6 5 9 5 10 2+

    Unit Type: Monstrous Creature (Unique)

    Cost: 270 points

    Special Rules: Molten Body, Fearless, Inspiring, Daemon (4+ Invulnerable save),

    The Wailing Doom, Eternal Warrior

    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 friendly

    units 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 Preferred

    Enemy special rule.

    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 for free:

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

    you wish to attack. It receives a S5AP2 hit, basing on how many models the templatetouched. In addition, till the next Eldar turn the Avatar counts as having Frag

    Grenades.

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

    the template suffer D3 S5AP2 hits. Until the next Eldar turn the Avatar counts as a

    model with Defensive Grenades.

    Gaze of Flames All units wishing to assault the Avatar must take a leadership test.

    If they fail, their attacks are reduced by 2, to a minimum of one.

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    The Many Shapes of The Mighty Wailing Doom

    The Spear of Khaine

    A mighty and potent weapon. Embodiments the power ofKhaine 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 return

    to 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 theWailing 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 strike

    from 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.

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    The Axe of Khaine, Sledgehammer of the Gods

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

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

    stronger.

    The Axe of Khaine causes Instant Death, no matter the Toughness value,

    but it always strikes with an Initiative 4. It also ignores the Monolith's

    Living Metal special rule.