eldar re write v1

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    Codex Eldar: Rewrite1. Army Special Rules

    2. Codex Entries2.1 Dire Avengers2.2 Howling Banshees2.3 Fire Dragons2.4 Striking Scorpion s2.5 Dark Reapers2.6 Swooping H awks2.7 Warp Spiders2.8 Shining Spears2.9 Rangers & Pathnders2.10 Guar dians

    2.11 Gu ardian Jetbikes2.12 Vyper Jetbikes & Falcon Grav-Tanks2.13 Fire Prism & Nightspinner2.14 War Walke rs & Wave Serpents2.15 Support Weapon Ba eries2.16 Wraithguard2.17 Wrathlords2.18 Harlequins2.19 The Ava tar of Khaine2.20 Farseer2.21 Seer Co uncil2.22 Autarch2.23 The Solitai re & Bonesingers2.24 The Phoeni x Lords2.25 Eldrad Ulthu an & Avele Swi]eye2.26 Shlaereen the Ghost & Nu adhu Fireheart2.27 Prince Yriel

    3. Army List3.1 HQ 3.2 Elites3.3 Troops3.4 Dedicated T ransport3.5 Fast A ack3.6 Heavy Supp ort

    4. Summary Sh eets4.1 Infantry Proles4.2 Vehicle Pro les4.3 Weapon Proles

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    Army Special Rules :

    Dying Race: The Eldar ght rarely and only when desperate. Eldar units can always test to regroup, evenwhen they normally would not be able to (for instance if an enemy is within 6"). As well, if an Eldar unit isassaulted while falling back, it will automaCcally pass the test to regroup. AddiConally, if any Eldar unit isbrought below half its starCng number, the unit gains stubborn and preferred enemy in the next phase.(For instance, if an Eldar unit is shot to below 50%, they would not gain those abiliCes unCl the assaultphase of that turn)

    Psychic Mastery: Whenever an Eldar Psyker makes a Psychic test, instead of the normal 2d6, they roll 3d6and select the two dice they would like to use.

    Embers of Dominance: An Eldar army can have twice as many HQ selecCons as is normally allowed by theregular force organizaCon chart.

    Eldar Skimmers : Eldar skimmers are skimmers in all regards except they count as moving one band slowerfor purposes of disembarking and shooCng (though their actual movement is used for guring out to hitrolls in combat against them), this is cumulaCve with the fast characterisCc, so an eldar skimmer moving12" or less counts as being staConary. However, units disembarking from an Eldar Skimmer that has movedmay not move as well in the movement phase, they may only disembark (note that they can sCll assault).As well, Eldar skimmers moving at out move up to 36" but otherwise follow all the normal rules forskimmers going at out.

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    Units:

    Dire Avenger Aspect Warriors

    Unit 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 5 2 9 4+

    Special Rules: Fleet, Dying Race

    Wargear: Avenger Shuriken Catapult, Plasma Grenades

    Weapon Range Str Ap Type

    Avenger Shuriken Catapult 18 3 5 Assault 3, Rending

    Exarch Powers:

    Bladestorm: The Exarch and his squad add two to the number of shots they each re with their shurikenweapons that turn. AddiConally, the shots cause pinning. If they do so, they may not re in the subsequentshooCng phase as they reload.

    Fall Back: If an enemy unit declares an assault against the Exarch and his squad, the squad can choose tomove d6" away from the assaulCng unit in an a empt to get away. Note that this is not considered fallingback. If there are mulCple units assaulCng the Exarch and his unit, move the models in the unit in such away as it creates the most distance from potenCal assaulCng models.

    Exarch Wargear Op ons: Diresword, Shimmershield & Two Avenger Catapults

    Diresword: Power weapon, re-roll failed to-wound rolls.

    Shimmershield: Enemy models shooCng at the Exarch and his squad must re-roll all successful hits.Weapons that use a blast template must re-roll the sca er dice if a hit is rolled.

    Two Avenger Catapults: Fires both together for a total of 6 shots.

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    Howling Banshee Aspect Warriors:

    Unit WS BS S T W I A Ld Sv

    Howling Banshee 4 4 3 3 1 5 1 9 4+

    Banshee Exarch 5 5 3 3 1 5 2 9 4+

    Special Rules:

    Fleet, Furious harge, Alien Grace

    Alien Grace: Howling Banshees roll 3D6 and choose the highest when making run moves.

    Wargear: Banshee Mask, Power Weapon, Shuriken Pistol

    Banshee Mask: When a model wearing a Banshee Mask assaults, it counts as being IniCaCve 10, regardlessof terrain.

    Exarch Powers:

    War Shout: Enemy units assaulted by the Exarch and her unit gain no benets from defensive grenades andcannot counter a ack. AddiConally, on the turn the Exarch and her unit assault, all enemy units they areghCng have their WS reduced by 1.

    Acroba c: The Exarch and her squad gain hit and run.

    Exarch Wargear Op ons: Execu oner, Mirrorswords & Triskele

    Execu oner: two-hand power weapon, +2S

    Mirrorswords: two power swords, grants +2A instead of +1

    Triskele: Power Weapon, can be thrown with the following prole:

    Weapon Range Str Ap Type

    Triskele 6 3 2 Assault 3

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    Fire Dragon Aspect Warriors:

    Unit WS BS S T W I A Ld Sv

    Fire Dragon 4 4 3 3 1 5 1 9 4+

    Dragon Exarch 5 5 3 3 1 5 2 9 4+

    Special Rules:

    Fleet, Tank Hunters

    Wargear: Dragon Fusion Gun, Meltabombs

    Dragon Fusion Gun: an be red in two modes

    Weapon Range Str Ap Type

    Dragon Fusion Gun(Focused)

    18 7 1 Assault 1, Melta

    Dragon Fusion Gun(Diffused)

    Template 3 5 Assault 1, 2d6 armour penetration

    Exarch Powers:

    Nimble: The Exarch and his squad never hit on anything worse than a 4+ when a acking a vehicle(dreadnoughts included) with their meltabombs.

    Corrusca on : Any models targe ed by the Exarch or his squad must re-roll any successful cover saves.Exarch Wargear Op ons: Firepike or Dragons Breath Flamer

    Firepike:

    Weapon Range Str Ap Type

    Firepike 24 7 1 Assault 1, Blast, Melta

    Dragon's Breath Flamer:

    Weapon Range Str Ap Type

    Dragon s Breath Flamer Template 5 3 Assault 1, 2D6 Armour Penetration

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    Striking Scorpion Aspect Warriors:

    Unit WS BS S T W I A Ld Sv

    Striking Scorpion 4 4 4 3 1 5 2 9 3+

    Scorpion Exarch 5 5 4 3 1 5 3 9 3+

    Special Rules:

    Fleet, Inltrate, Scout, Move Through over

    Wargear: Mandiblasters, Scorpion Chainsword, Shuriken Pistol, Plasma Grenades

    Mandiblasters: A model with mandiblasters has +1 A base (included in prole)

    Scorpion Chainsword: A model with a Scorpion hainsword gains rending on all melee a acks and +1 S

    (Included in Prole).

    Exarch Powers:

    Shadowstrike: If the Exarch and his unit are le` in reserve they can choose to come in from any board edgethey wish.

    Stalker: The Exarch and his squad gain Stealth.

    Exarch Wargear Op ons: Scorpions Claw, Chainsabres & Bi ng blade

    Scorpion's claw: ounts as a power Fist

    Chainsabres: twin scorpion chainswords (+1A) that rend on a 5+

    Bi ng Blade: two-handed weapon, +2S, 2D6 penetraCon against armor, rending.

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    Dark Reaper Aspect Warriors:

    Unit WS BS S T W I A Ld Sv

    Dark Reapers 4 4 3 3 1 5 1 9 2+

    Reaper Exarch 5 5 3 3 1 5 2 9 2+

    Special Rules:

    Relentless, Dying Race

    Wargear: Reaper Launcher, Sensor Vanes

    The Reaper Launcher can re two muniCon types detailed below:

    Weapon Range Str Ap Type

    Reaper Launcher (Sabot) 48 6 3 Heavy 3

    Reaper Launcher (Plasma) 48 3 - Assault 3, Blast

    Sensor Vanes: Gains acute senses. Each Dark Reaper is treated as a seperate unit for the purposes ofshooCng at enemy targets. As well, they do not re at the same moment; so, for instance, the Exarch in thesquad can wreck a transport, and the other members of the unit can target the passengers if they please.

    Exarch Powers:

    Fast Shot: The Exarch may re one addiConal shot with his weapon.

    The Reaping: The Exarch and his unit may re-roll any failed to-wound rolls.

    Exarch Wargear:

    Tempest Launcher:

    Weapon Range Str Ap Type

    Tempest Launcher 48 4 3 Heavy 3, 3 Blast, Barrage

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    Swooping Hawk Aspect Warriors:

    Unit WS BS S T W I A Ld Sv

    Swooping Hawk 4 4 3 3 1 5 1 9 4+

    Hawk Exarch 5 5 3 3 1 5 2 9 4+

    Special Rules: Fleet, Hit and Run

    Wargear: Lasblaster, Swooping Hawk Grenade Pack, Haywire Grenades, Swooping Hawk Wings, PlasmaGrenades

    Weapon Range Str Ap Type

    Lasblaster 24 3 6 Assault 6

    Swooping Hawk Wings: Jump Pack. Any rolls for sca er can be re-rolled when deep striking. As well,

    instead of making a normal move, can move up to 24" but cannot do any further acCons that turn.AddiConally, they will count as having a 3+ cover save for all shooCng a acks against them as long as theymoved at least 18".

    Swooping Hawk Grenade Pack: Any enemy unit that a swooping hawk unit/model moves over (includingwhen it moves 24") is a target for the swooping hawks.When the Swooping Hawks have been moved, foreach aspect warrior in the unit, make an a ack on one unit that they passed over. There are three grenadetypes available

    AddiConally, whenever a swooping hawk unit arrives onto the table via deepstrike, any enemy unit within12" of their arrival can be a acked in the same manner.

    Weapon Range Str Ap Type

    Hawk Grenade Pack (Submunitions) * 3 - Large Blast

    Hawk Grenade Pack (Plasma) * 4 4 3 Blast, Pinning

    Hawk Grenade Pack (Haywire) * * * Special

    Haywire: For the haywire grenade, on a 4+, the grenade hits and is resolved like a regular haywire grenadehit.

    Exarch Powers:

    Flee ng Strikes: In melee, the Exarch and his unit are only hit on 6s. Hawk's Soar: If the Swooping Hawksare not engaged in melee, at the end of their movement phase, they can leave the table. They willautomaCcally return via deepstrike in the next turn.

    Exarch Wargear Op ons: Hawks Talon or Sunrie

    Weapon Range Str Ap Type

    Hawk s Talon 18 6 4 Assault 1, 3 blast

    Sunrie 24 4 5 Assault 6, Pinning

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    Warp Spider Aspect Warriors:

    Unit WS BS S T W I A Ld Sv

    Warp Spider 4 4 3 3 1 5 1 9 3+

    Spider Exarch 5 5 3 3 1 5 2 9 3+

    Special Rules: Deep Strike, Stubborn

    Wargear: Death Spinner, Warp Jump Generator

    Weapon Range Str Ap Type

    Death Spinner 12 3 - Assault 1, 5 Blast, Pinning, Rending, Monolament net*

    *any unit that is touched by a Death Spinner's blast template will move in the next turn as if in difficult anddangerous terrain.

    Warp Jump Generator:

    A unit with War Jump Generators can choose to use them to move in the movement phase instead ofmoving as normal. When moving in this manner, pick a point within 24" of the unit; take the unit off theboard, and then deploy using the deep strike rules. If doubles are rolled and the sca er die is not a "hit",one model in the unit is removed as a casualty with no saves of any kind possible. Once the deepstrike hasbeen resolved, the each model in the unit may move D3". Note that this is not a run move and the unit mayre or run as normal in the shooCng phase; addiConally, if the unit comes in from reserve using DeepStrike, they get this move as well.

    Warp Jump Generators can be used even if the unit is in combat. Enemy units that had been engaged make

    a consolidaCon move of d3" a`er the unit leaves.Exarch Powers:

    Surprise Assault: Whenever the Exarch or his unit res at an enemy on the same turn in which the movedusing their warp jump generators, any pinning checks caused are made at a -3 to the Ld.

    Perilous Web: The Exarch and his unit count as having defensive grenades.

    Exarch Wargear Op ons: Spinneret Rie or Spinneret Spayers

    Spinneret Rie:

    Weapon Range Str Ap Type

    Spinneret Rie 18 5 3 Assault 2, Rending, Causes Instant Death*

    *any rending wound causes instant death

    Spinneret Sprayers:

    Weapon Range Str Ap Type

    Spinneret Sprayers Template 3 - Assault 2, Rending, Pinning, Monolament Net*

    *any unit that is touched by a Spinneret Sprayers' template will move in the next turn as if in difficult anddangerous terrain.

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    Shining Spear Aspect Warriors:

    Unit WS BS S T W I A Ld Sv

    Shining Spear 4 4 3 3 (4) 1 5 1 9 3+

    Spear Exarch 5 5 3 3 (4) 1 5 2 9 3+

    Special Rules: Skilled Riders

    Wargear: Laser Lance, Eldar Jetbike

    Laser Lance: On any turn they iniCate an assault, models armed with laser lances count as having Strength6 power weapons, In addiCon, they may be used as a ranged weapon with the following prole:

    Weapon Range Str Ap Type

    Laser Lance 6 6 2 Assault 1

    Eldar Jetbike: Twin-linked Shuriken atapult, hanges unit type to Jetbike and adds +1T (included in prole)

    Exarch Powers:

    Aggressive Advance: The Exarch and his unit gain the Scout USR.

    Vicious Assault: On the turn the Exarch and his unit assault, they get an extra a ack for every unsavedwound caused.

    Exarch Wargear Op on: Star Lance

    Star lance: Follows all the rules for a laser lance, but has S8 in all cases.

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    Guardians:

    Unit WS BS S T W I A Ld Sv

    Guardian 3 3 3 3 1 4 1 9 5+

    Warlock 4 4 3 3 1 5 1 9 4++

    Special Rules :

    Fleet

    Adap ve Leaders (Warlock Only): At the beginning of the game, any Guardian unit led by a warlock gainseither scouts, tank hunters, stealth, or counter-a ack as long as the Warlock is alive.

    Wargear: Shuriken Catapult, Haywire Grenades

    Witchblade (Warlock Only): ounts as a power weapon that wounds on 2+. Any Daemon model woundedby a Witchblade must re-roll successful invulnerable saves.

    Rune Armor (Warlock Only): 4+ Invulnerable Save

    Guardian Heavy Weapon Plajorm: A heavy weapon mounted on a weapon pla orm counts as an assaultweapon in all respects. It has two Guardians as crew, and must stay in coherency with at least one of thecrew. Each crewman retains whatever wargear they were equipped with. When ring the pla orm, assumethat one of the crewmen is ring it for purposes of line of sight and range in lieu of ring his regularweapon. The other crewman can re their regular weapon normally. The pla orm model is always ignored,including when measuring ranges to the unit; it is essenCally a marker.

    Warlock Powers:

    Avenger: Psychic ShooCng A ack with the following prole:

    Weapon Range Str Ap Type

    Avenger Template 5 4 Assault 1

    Embolden: Used at the end of the movement phase: UnCl the beginning of the Warlock's next turn, theWarlock and his unit may re-roll any failed morale or pinning tests.

    Enhance: Used at the beginning of the assault phase: UnCl the beginning of the Warlock's next turn, theWarlock and his unit add +1 to their WS, I, and S.

    Conceal: Used at the end of the movement phase: UnCl the beginning of the Warlock's next turn, any shotstaken against the Warlock and his unit suffer from the Night Fight rules. If the Night Fight rules are actuallyin effect, halve the distance rolled for and all indirect-re weapons automaCcally sca er.

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    Guardian Jetbikes:

    Unit WS BS S T W I A Ld Sv

    Guardian Jetbike 3 3 3 3 (4) 1 5 1 9 3+

    Warlock Jetbike 5 5 3 3 (4) 2 5 1 9 3+/4++

    Special Rules:

    Dying Race

    Adap ve Leaders (Warlock Only): At the beginning of the game, any Guardian unit led by a warlock gainseither scouts, tank hunters, stealth, or counter-a ack as long as the Warlock is alive.

    Wargear: Guardian Jetbike, Haywire Grenades

    Guardian Jetbike: ounts as an Eldar jetbike and comes equipped with twin linked shuriken catapults.

    Witchblade (Warlock Only): ounts as a power weapon that wounds on 2+. Any Daemon model woundedby a Witchblade must re-roll successful invulnerable saves.

    Rune Armor (Warlock Only): 4+ Invulnerable Save

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    Vyper Jetbikes:

    BS Front Side Rear

    Vyper Jetbike 3 10 10 10

    Type: Eldar Skimmer, Fast, open-topped

    Vypers automaCcally have holoelds

    Falcon Grav-Tank:

    BS Front Side Rear

    Falcon Grav-Tank 3 12 12 10

    Type: Eldar Skimmer, Fast, Tank

    Transport: A Falcon may transport a single unit of infantry of up to 6 models.

    Access Points: 1 (rear access ramp)

    Fire Points: 0

    Pulse Laser:

    Weapon Range Str Ap Type

    Pulse Laser 60 8 1 Heavy 2

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    Support Weapons:

    ArCllery rew:

    Unit WS BS S T W I A Ld Sv

    Artillery Crew 3 3 3 3 1 4 1 8 5+

    Special Rules:

    Eldar Ar llery: Eldar ArCllery follows all the normal rules for arCllery, except they can move and re.

    D-Cannon:

    Weapon Range Str Ap Type

    D-Cannon 36 X 1 Heavy 1, Blast, Barrage

    The D- annon always wounds on a 2+ and causes instant death on any to-wound roll of 6. Against targetswith an Armour Value, a D- annon inicts a glancing hit on a 2-4 and a penetraCng hit on a 5 or 6.

    Vibro Cannon:

    Weapon Range Str Ap Type

    Vibro Cannon 48 4 - Heavy 1, Pinning

    When ring a vibro cannon ba ery, roll to hit (one d6 per annon in the ba ery) (the rer does not need topick a target). If any of the vibro cannons hit, draw a single 48" line from one vibro cannon in any direcCon.Any enemy unit which the line passes through suffers D6 hits, For each vibro cannon in the ba ery a`er the

    rst, add 1 to the strength of these hits. For example, a unit of three vibro cannons would do D6 S6 hits.Targets with an armor value are automaCcally shaken in addiCon to any other results.

    Shadow Weaver:

    Weapon Range Str Ap Type

    Shadow Weaver 60 4 6 Heavy 1, 5 Blast, Rending, Barrage, Monolament Web

    *any unit that is touched by a Shadow Weaver's blast template will move in the next turn as if in difficultand dangerous terrain.

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    Wraithguard :

    Unit WS BS S T W I A Ld Sv

    Wraithguard 4 4 5 6 1 4 2 10 3+

    Special Rules: Fearless

    Wraithbone: Any weapon with the melta special rule must re-roll any successful to-wound rolls against amodel with wraithbone. AddiConally, models with wraithbone are immune to the effects of poison.Poisoned a acks must use their base S to wound, if they have no base S, the a ack automaCcally fails.

    Wraithsight: At the start of the movement phase, roll a D6 for each Wraithguard unit that is not within 6"ofa friendly psyker. On a roll of a 1, the wraithguard is inacCve unCl the end of their turn and may notmove, shoot, assault, or a ack in close combat; and are hit automaCcally in close combat.

    Wargear:

    Wraithcannon:

    Weapon Range Str Ap Type

    Wraithcannon 12 X 1 Assault 1

    Wraithcannon always wound on a 2+ and causes instant death on any to-wound roll of 6. Against targetswith an Armor Value, a wraithcannon inicts a glancing hit on a 2-4 and a penetraCng hit on a 5 or 6.

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    Wraithlord:

    Unit WS BS S T W I A Ld Sv

    Wraithlord 5 5 10 8 3 4 3 10 3+

    Special Rules: Monstrous reature, Fearless, Fleet, Eternal Warrior

    Wraithbone: Any weapon with the melta special rule must re-roll any successful to-wound rolls against amodel with wraithbone. AddiConally, models with wraithbone are immune to the effects of poison.Poisoned a acks must use their base S to wound, if they have no base S, the a ack automaCcally fails.

    Wraithsight: At the start of the movement phase, roll a D6 for each Wraithlord that is not within 6" of afriendly psyker. On a roll of a 1, the wraithguard is inacCve unCl the end of their turn and may not move,shoot, assault, or a ack in close combat; and are hit automaCcally in close combat.

    Noble Fury: If a wraithlord is reduced to 0 wounds, do not remove it from play immediately. Place a markeron the model to show it is probably going down, but leave it where it is and follow all normal rules for

    models (for instance, enemy units must stay 1" away from it). At the start of the next phase (friend or foe),roll a d6, on a roll of 5+, the wraithlord regains a single wound. If the roll is failed, the model is removedfrom play. A`er a wraithlord returns in this manner, it is subject to rage and will automaCcally pass allwraithsight tests.

    Wraithblade : Allows the wraithlord to re-roll failed to hit rolls in close combat. an be paired for +1 A.

    Forearm Weapons: Any weapons a ached to a wraithlord's forearms (either two amers or two shurikencatapults) can always be red regardless of how many other weapons the Wraithlord res.

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    Harlequins

    Unit WS BS S T W I A Ld Sv

    Harlequin 5 4 3 3 1 6 2 9 5++

    Shadowseer 5 4 3 3 1 6 2 9 5++

    Death Jester 5 4 3 3 1 6 2 9 5++

    Troupe Master 5 4 3 3 1 6 3 10 5++

    Special Rules:

    Fleet, Furious harge, Hit and Run

    Veil of Tears (Shadowseer): All shots against the unit suffer from Night Fight rules, but all ranges are halvedand indirect re weapons automaCcally sca er. Unit gains stealth.

    Wargear:

    Flip Belts: Harlequin movement ignores difficult terrain

    Holo Suit : A Harlequins saving throw is invulnerable

    Harlequin's Kiss: Model gains rending. Any rending hit also causes instant death.

    Fusion Pistol:

    Weapon Range Str Ap Type

    Fusion Pistol 6 7 1 Pistol, Melta

    Hallucinogen Grenades: ounts as defensive and offensive grenades.

    Shrieker Cannon (Death Jester):

    Weapon Range Str Ap Type

    Shrieker Cannon 18 4 5 Assault 4, Pinning, Rending

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    Farseer :

    Unit WS BS S T W I A Ld Sv

    Farseer 5 5 3 3 3 5 1 10 4++

    Special Rules:

    Fleet, Independent haracter, Psychic Mastery

    Wargear: Ghosthelm, Rune Armour, Witchblade

    Rune Armor: Save is invulnerable.

    Ghosthelm: Perils of the Warp tests are ignored on a 3+

    Runes of Warding: All enemy Psychic test must be taken on 3D6, suffering a perils of the warp a ack onany roll of 12 or above.

    Runes of Witnessing: A farseer with runes of witnessing can draw LoS and Range from any friendly, non-vehicle Eldar model on the table for using psychic powers.

    Spirit Stones: an use two psychic powers in the same turn. This can be the same psychic power.

    Divina on : Enemy units arriving from reserve receive a -2 to the roll to bring them on. Units that areou lanking roll two D6 for which table edge they come in on, and the Eldar player chooses which one isused.

    A Farseer must choose up to 3 psychic powers from the list below:

    Doom: Used at the end of the movement phase. An enemy unit within 24" of the Farseer must re-roll all

    successful saves of any kind unCl the start of the farseer's next turn.Mind War: Psychic shooCng a ack with the following prole:

    Weapon Range Str Ap Type

    Mind War 12 10* 2 Pinning, 3 Blast

    *test separately against each model that is touched by the template. Test against the model's Ld value nottoughness. auses instant death.

    Eldritch Storm: ounts as a psychic shooCng a ack. All enemy units (including units in combat) within 12"

    of the Farseer take 4d6 S3 AP - hits and must take a pinning test whether they take a wound or not.Fortune: Used at the end of the movement phase. A friendly unit within 12" of the Farseer can re-roll failedsaving throws unCl the the beginning of the Farseer's next turn.

    Guide: Used at the end of the movement phase. A friendly unit within 12" of the Farseer can re-roll failedto wound rolls unCl the the beginning of the Farseer's next turn.

    Roiling Darkness: ounts as a psychic shooCng a ack. An enemy unit within 48" of the Farseer must useNight FighCng rules. If Night FighCng is already in effect or for some other reason they would also be usingNight FighCng rules (for instance if they were shooCng at a unit with onceal in effect), halve the distancethey roll and indirect re weapons automaCcally sca er.

    Perilous Forces: Used at the end of the movement phase. All enemy psychic tests trigger Perils of the warpand fail on any doubles.

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    Ancient Visions: Used at the end of the movement phase. A single enemy unit within 12" of the Farseer hasits Leadership halved (rounding down).

    Arcane Energy: Psychic shooCng a ack with the following prole:

    Weapon Range Str Ap Type

    Arcane Energy 18 6 2 Assault D6

    Fury of Asuryan : Used at the end of the movement phase. A single friendly Eldar unit within 24" of theFarseer gains furious charge, rage, and preferred enemy. AddiConally, if the unit is normally infantry itcharges like beasts. Lasts unCl the Farseer's next turn.

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    Seer Council Warlocks :

    Unit WS BS S T W I A Ld Sv

    Seer Council Warlock 4 4 3 3 1 5 2 9 4++

    Special Rules:

    Fleet, Dying Race

    Adap ve Warriors : At the beginning of the game, the Seer ouncil gains either scouts, preferred enemy,stealth, or counter-a ack.

    Farseer Re nue: If a Farseer joins a Seer ouncil unit, he is no longer considered an Independent haracterwhile in close combat and while he is sCll joined to the seer council and only while there is a seer councilmodel remaining. AddiConally, the Farseer will gain any abiliCes the Seer ouncil has while he is joined tothe unit.

    Wargear:

    Shuriken atapult, Witchblade, Rune Armor, Plasma Grenades

    A Seer ouncil can take a Wave Serpent as a dedicated transport.

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    Autarch :

    Unit WS BS S T W I A Ld Sv

    Autarch 6 6 3 3 3 6 3 10 3+/4++

    Unit Type: Infantry

    Wargear: Shuriken Pistol, Plasma Grenades, Haywire Grenades, Forceshield (4+ invul)

    Special Rules:

    Independent haracter, Fleet

    Master Strategist: When bringing in friendly forces from reserve, the Eldar player can choose to add +1 or -1 to the roll as long as the Autarch is alive (can be used if the Autarch starts in reserve).

    Tac cal Feint: A`er all units have been deployed, including inltrators, and all scout moves have beenmade, but before seizing the iniCaCve; an Eldar army with an Autarch in it can redeploy up to D3 friendlyunits; including choosing to put them in reserve (where you can choose to ou lank or deep strike, etc).

    Warrior Leader: Any non-wraithguard, non-arCllery unit lead by an Autarch re-rolls any to hit rolls made inshooCng and melee. The Autarch does not benet from this ability himself and it will not effect any otherindependent characters in the unit.

    Has Tread All Paths: If an Autarch joins a unit of Aspect Warriors he gains any special rules they have aswell as any abiliCes bestowed by the Exarch. For instance, if an Autarch joins a unit of Striking Scorpionswith an Exarch with Shadowstrike, he can deploy with them in reserve and will come in with them on anyboard edge. If the Autarch leaves the unit, he loses those benets, but will gain the benets of anysubsequent Aspect Warrior unit he joins. Note that the autarch must be equipped with the proper wargearin some cases to benet from the unit's special rules. For instance, he must have a Warp Jump Generator tomove with a Warp Spider unit using theirs.

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    The Solitaire:

    Unit WS BS S T W I A Ld Sv

    Solitaire 9 5 3 3 3 10 4 10 5++

    Special Rules:

    Fleet, Furious harge, Hit and Run, Eternal Warrior

    Terrifying Aspect: All units that are not fearless can only assault a Solitaire if they pass a Morale check. Ifthey fail, they will fall back as normal.

    Path of Damna on: No saves of any kind can be made against wounds caused by a Solitaire in closecombat. Any wound caused in close combat causes instant death.

    Glimpse of Madness: All successful to-hit and to-wound rolls against the Solitaire must be re-rolled.AddiConally all shooCng a acks against the Solitaire must use the rules for Night Fight. If Night FighCng isalready in effect or for some other reason they would also be using Night FighCng rules, halve the distancethey roll and indirect re weapons automaCcally sca er. Gains Stealth.

    Insane Speed: Save is invulnerable.

    Dance of Death: An Eldar army that includes a Solitaire takes units of Harlequins as Troops.

    Wargear: Shuriken Pistol, Close Combat weapon, Flip Belt, Hallucinogen grenades

    Bonesingers :

    Unit WS BS S T W I A Ld Sv

    Bonesingers 3 3 3 3 1 4 1 9 5+

    Special Rules:

    Fleet, Dying Race

    Bone Singing: Any unit of Wraithguard that is joined by a Bonesinger or any wraithlord within 12" of aBonesinger gains Feel no Pain. Wraithlords within 12" of a Bone Singer pass their Noble Fury test on a 4+instead of a 5+.

    Custodians of the Fallen: An Eldar army that includes a Bone Singer takes Wraithguard as Troops.

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    Phoenix Lords:

    Unit WS BS S T W I A Ld Sv

    Asurmen 7 7 3 3 3 7 4 10 2+/3++

    Jain Zar 7 7 3 3 3 7 4 10 2+/4++

    Baharroth 7 7 3 3 3 7 4 10 2+/4++

    Karandras 7 7 3 3 3 7 6 10 2+/4++

    Fuegan 7 7 3 3 3 7 4 10 2+/4++

    Maugan Ra 7 7 3 3 3 7 4 10 2+/4++

    Special Rules:

    Phoenix Lord: The unit that the Phoenix Lord is with becomes stubborn and can re-roll all failed rolls to hitwhen shooCng or in close combat as well as any failed morale or pinning test. Phoenix Lords automaCcallyhave all Exarch powers for their respecCve Aspect. Phoenix Lords also always have a 4+ invulnerable save.

    Asurmen The Hand of Asuryan :

    Special Rules:

    Fleet, Eternal Warrior, Dying Race, Phoenix Lord,

    Ba le Fate : Asurmen has a 3+ invulnerable save instead of the usual 4+. All friendly units within 12" ofAsurmen re-roll all failed morale or pinning tests.

    Wargear: The Sword of Asur, Shimmershield, Wrist Mounted Avenger Catapults: (Counts as dual AvengerCatapults), Plasma Grenades

    Sword of Asur : Diresword that re-rolls failed to-hit rolls and causes instant death.

    Jain Zar The Storm of Silence:

    Special Rules:

    Fleet, Furious harge, Alien Grace, Eternal Warrior, Dying Race, Phoenix Lord, Preferred Enemy

    Storm of Silence: Jain Zar and her unit re-roll all failed to-wound rolls in close combat.

    Wargear: Banshee Mask, Execu oner, The Silent Death

    Silent Death: A triskele that counts as S5 when shooCng.

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    Baharroth Cry of the Wind:

    Special Rules:

    Fleet, Hit and Run, Eternal Warrior, Dying Race, Phoenix Lord

    Sun Warrior: All successful shooCng a acks against Baharroth and his unit must be re-rolled, including hits

    from weapons that sca er.

    Wargear: The Star Talon, Swooping Hawk Wings, Swooping Hawk Grenade Pack, Haywire Grenades,Plasma Grenades, Power Weapon

    The Star Talon is a ranged weapon that res with the following prole :

    Weapon Range Str Ap Type

    Star Talon 18 7 3 Assault 2, Blast

    Karandras The Shadow Hunter:

    Special Rules:

    Fleet, Move Through over, Inltrate, Scout, Eternal Warrior, Dying Race, Phoenix Lord

    Deadly Hunter: Any unit that loses combat to Karandras and his unit are at a -3 to their Morale test.Karandras and his unit gain hit and run.

    Wargear: Scorpion hainsword, The Scorpions Bite, Scorpion's law, Plasma Grenades

    Scorpion's Bite: Mandiblasters that add +2 a acks instead of +1 (included in prole)

    Fuegan The Burning Lance:

    Special Rules:

    Fleet, Tank Hunter, Eternal Warrior, Dying Race, Phoenix Lord

    Grim Determina on: Fuegan and his unit gain feel no pain.

    Wargear: Firepike, Meltabombs

    Fire Axe : This immense axe is a two-handed weapon that adds +2 to Fuegan's Strength and make his closecombat a acks count as those of a monstrous creature ignoring armour saves, and adding an extra D6 forarmour penetraCon.

    Maugan Ra The Reaper:

    Special Rules:

    Fleet, Eternal Warrior, Dying Race, Relentless, Phoenix Lord

    Soul Harvest: Maugan Ra may re at 3 seperate targets each turn, but must allocate at least 3 shots toeach. AddiConally, any daemons that suffer wounds from Maugan Ra must re-roll successful invulnerablesaves.

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    Wargear: The Maugetar

    The Maugetar: This ancient shuriken cannon counts as a power weapon in close combat that adds +2 S andres with the prole below:

    Weapon Range Str Ap Type

    The Maugetar 48 5 5 Assault 8, Ancient Shurikens*, Pinning

    *rends on a 5 and 6.

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    Eldrad Ulthuan, Farseer of Ulthwe:

    Unit WS BS S T W I A Ld Sv

    Eldrad Ulthuan 5 5 3 3 3 5 2 10 2++

    Special Rules:

    Fleet, Independent haracter, Dying Race

    Webway Assault : Any non-vehicle unit in an Eldar army with Eldrad may enter from deep strike.

    Master Seer : Eldrad knows all the Farseer Psychic Powers and can cast 3 per turn.

    Wargear: Shuriken Pistol, Ghost Helm, Ancient Rune Armour, Runes of Warding, Spirit Stones, Divina on

    Ancient Rune Armor: Eldrad's save is invulnerable

    Staff of Ulthamar: The Staff of Ulthamar is a Witch Blade for all intents and purposes. As well, whenever anenemy model a empts to negate a power Eldrad is a empCng, the Eldar player may choose to force theiropponent to re-roll their dice.

    Avele Swi]eye, Autarch of Biel-Tann:

    Unit WS BS S T W I A Ld Sv

    Avele Swifteye 6 6 3 3 3 6 3 10 3+/4++

    Wargear: Shuriken Pistol, Plasma Grenades, Haywire Grenades, Forceshield (4+ invul), power weapon,preferred enemy: Orks

    Special Rules:

    Independant haracter, Fleet, Master Strategist, TacCcal Feint, Warrior Leader, Dying Race

    Master of the Swordwind: Any unit of Aspect Warriors that would not normally be a troops choice(Howling Banshees, Striking Scorpions, Fire Dragons, Shining Spears, Swooping Hawks, War Spiders, Dark

    Reapers) may be taken as a troops choice in an army with Avele Swi`eye.

    Tempest of Blades: If an enemy unit loses a combat in which Avele causes an unsaved wound; and theenemy unit would take wounds due to the No Retreat rule, the number of wounds dealt by No Retreat aredoubled. For instance, a fearless unit loses combat by 2, it would then take 4 wounds from No Retreat.

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    Shlaereen the Ghost, The Wanderer of Aliatoc:

    Unit WS BS S T W I A Ld Sv

    Shlaereen the Ghost 4 7 3 3 2 6 2 10 6+

    Special Rules:

    Fleet Scouts, Inltrate, Ignore over, Stealth, Relentless, Masters of oncealment, Marksmen Without Peer,Dying Race, Independant haracter

    Unseen Death: Shlaereen can re his Ranger Long Rie 3 Cmes in his shooCng phase. AddiConally, anywounds caused by Shlaereen in the shooCng phase are assigned by the controlling player.

    Path of the Outcast: Units of pathnders in an army including Shlaereen are scoring.

    Perdious Terrain: As long as at least one unit of rangers or pathnders uses inltrate during deployment,all area terrain not in the opponent's deployment zone counts as dangerous terrain to enemy models.

    Wargear: Ranger Long Rie, Haywire Grenades, Shuriken Pistol, Close Combat Weapon

    Nuadhu Mael Dannan, Clan Chief of Saim-Hann:

    Unit WS BS S T W I A Ld Sv

    Nuadhu Mael Dannan 6 6 3 3 (4) 3 6 3 10 3+/4++

    Wargear: Shuriken Pistol, Plasma Grenades, Haywire Grenades, Forceshield (4+ invul), eldar etbike(comes with shuriken cannon), Star lance

    Special Rules:

    Independant haracter, Fleet, Master Strategist, TacCcal Feint, Warrior Leader, Dying Race,

    Wild Riders: All guardian jetbike units in an army lead by Nuadhu recieve the skilled rider USR. Note thatsince Nuadhu is an Autarch and is on a jetbike, all guardian jetbike units are troops.

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    Yriel, The Corsair Prince, Autarch of Iyanden :

    Unit WS BS S T W I A Ld Sv

    Prince Yriel 6 6 3 3 3 7 4 10 3+/4++

    Special Rules:

    Independent haracter, Fleet, Master Strategist, TacCcal Feint, Warrior Leader, Dying Race, Stubborn,Preferred Enemy: Tyranids

    Eldritch Raiders: If Yriel is included in the army, one unit of Guardians is upgraded to the Eldritch Raiders ata cost of 4 points per model, and their statline is changed to the one below.

    Unit WS BS S T W I A Ld Sv

    Eldritch Raider 4 4 3 3 1 5 2 8 5+

    The Eldritch Raiders may not include any weapon pla orms or have an Eldar ArCllery unit a ached to them.As well, they cannot have a Warlock upgrade. Yriel must join this unit and cannot voluntarily leave it. WhileYriel is alive, the Eldritch Raiders have the counter a ack USR.

    Wargear: Shuriken Pistol, Plasma Grenades, Haywire Grenades, Forceshield (4+ invul), The Spear ofTwilight, The Eye of Wrath

    Spear of Twilight: Two-Handed weapon, doubles Yriel's Strength in close combat, power weapon, causesinstant death. AddiConally, if Yriel rolls a 1 to hit in close combat, the weapon causes one wound to him,with no saves allowed (note that this will not cause instant death, however).

    The Eye of Wrath: Once per game, Yriel may use the Eye of Wrath. If he is in combat, all enemy models

    who could allocate a acks to him suffer a wound on a 4+, no armor saves are allowed against thesewounds. If he is out of combat, it has the following prole:

    Weapon Range Str Ap Type

    The Eye of Wrath Template Special 2 Assault 1, Special*

    *Always wounds on a 4+

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    HQ

    Autarch: 135 pts

    Unit WS BS S T W I A Ld Sv

    Autarch 6 6 3 3 3 6 3 10 3+/4++

    Unit Type : Infantry

    Wargear: Shuriken Pistol, Plasma Grenades, Haywire Grenades, Forceshield (4+ invul)

    Special Rules

    Independent haracter, Fleet, Master Strategist, TacCcal Feint, Warrior Leader, Dying Race,

    Op ons:

    An Autarch may also be given one of the following.

    Swooping Hawk wings: 20 ptsWarp Jump Generator: 25 ptsEldar Jetbike: 35 pts

    An Autarch may also be given one of the following.

    Banshee Mask: 5 ptsMandiblasters: 10 ptsSensor Vanes: 5 pts

    An Autarch may be given one single-handed weapon and one two-handed weapon:

    Single-handed weapons

    Power Weapon 10 pointsScorpion hainsword 5 pointsLaser Lance (jetbike only) 20 pts

    Two-handed weapons (cannot be used with jetbike)

    Avenger atapult 3 ptsDeath Spinner 10 ptsDragon Fusion Gun 15 ptsLasblaster 3 ptsReaper Launcher 25 pts

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    Farseer : 100pts

    Unit WS BS S T W I A Ld Sv

    Farseer 5 5 3 3 3 5 1 10 4++

    Special Rules :

    Fleet, Independent haracter, Dying Race, Psychic Mastery

    Wargear: Shuriken Pistol, Witchblade, Rune Armor, Ghost Helm

    A Farseer may ride an Eldar Jetbike for 35 points.

    Op ons:

    A Farseer may take any of the following opCons

    Runes of Warding: 25 pts

    Runes of Witnessing: 50 ptsSpirit Stones: 50 ptsDivinaCon: 30 pts

    0-1 Avatar of Khaine : 200pts

    Unit WS BS S T W I A Ld Sv

    Avatar of Khaine 10 5 6 6 3 6 5 10 2+/4++

    Special Rules:

    Monstrous reature, Fearless, Rage, Daemon, Inspiring, Molten body, Eternal Warrior, Dying Race

    Wargear: The Wailing Doom

    The Solitaire : 180pts

    Unit WS BS S T W I A Ld Sv

    Solitaire 9 5 3 3 3 10 4 10 5++

    Special Rules:

    Fleet, Furious harge, Hit and Run, Eternal Warrior, Terrifying Aspect, Path of DamnaCon, Glimpse ofMadness, Insane Speed, Dance of Death, Dying Race

    Wargear: Shuriken pistol, Close combat weapon, Hallucinogen grenades

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    0-3 Bonesingers: 30pts each

    (Note: Taking a Bonesinger does not count against the amount of HQ opCons you can take in the forceorganizaCon chart.)

    Unit WS BS S T W I A Ld Sv

    Bonesingers 3 3 3 3 1 4 1 9 5+

    Special Rules:

    Independent haracter, Fleet, Dying Race, Bone Singing, ustodians of the Fallen

    Wargear: Shuriken Pistol

    Seer Council Warlocks: 25pts each (only one unit per Farseer in the army)

    Unit WS BS S T W I A Ld Sv

    Seer Council Warlock 4 4 3 3 1 5 2 9 4++

    Unit Size: 3-10

    Special Rules:

    Fleet, AdapCve Warriors, Farseer ReCnue, Dying Race

    Wargear: Shuriken atapult, Witchblade, Rune Armor, Plasma Grenades

    The Seer ouncil can be mounted on Eldar Jetbikes for and addiConal 35 pts per model.

    A Seer ouncil can take a Wave Serpent as a dedicated transport.

    Eldrad Ulthuan, Farseer of Ulthwe: 330pts

    Unit WS BS S T W I A Ld Sv

    Eldrad Ulthuan 5 5 3 3 3 5 2 10 2++

    Special Rules:

    Fleet, Independant haracter, Dying Race, Webway Assault, Master Seer

    Wargear: Shuriken Pistol, Ghost Helm, Runes of Warding, Spirit Stones, DivinaCon, Rune Armor, Staff ofUlthamar

    *An army that includes Eldrad can upgrade any number of Veteran Guardian units.

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    Avele Swi]eye, Autarch of Biel-Tann : 155

    Unit WS BS S T W I A Ld Sv

    Avele Swifteye 6 6 3 3 3 6 3 10 3+/4++

    Wargear: Shuriken Pistol, Plasma Grenades, Haywire Grenades, Forceshield (4+ invul), Power Weapon,Preferred enemy: Orks

    Special Rules:

    Independent haracter, Fleet, Master Strategist, TacCcal Feint, Warrior Leader, Dying Race, Master of theSwordwind, Tempest of Blades

    Shlaereen the Ghost, The Lone Wanderer of Aliatoc : 120pts

    Unit WS BS S T W I A Ld Sv

    Shlaereen the Ghost 4 7 3 3 2 6 2 10 6+

    Special Rules:

    Fleet Scouts, Inltrate, Ignore over, Stealth, Relentless, Masters of oncealment, Marksmen Without Peer,Dying Race, Independent haracter, Unseen Death, Path of the Outcast, Perdious Terrain

    Wargear:

    Ranger Long Rie, Haywire Grenades, Shuriken Pistol, close combat weapon

    Nuadhu Mael Dannan, Wild Rider of Saim-Hann : 205

    Unit WS BS S T W I A Ld Sv

    Nuadhu Mael Dannan 6 6 3 3 (4) 3 6 3 10 3+/4++

    Wargear: Shuriken Pistol, Plasma Grenades, Haywire Grenades, Forceshield (4+ invul), eldar Jetbike (comeswith shuriken cannon), Star lance

    Special Rules:

    Independent haracter, Fleet, Master Strategist, TacCcal Feint, Warrior Leader, Dying Race,

    Wild Riders: All guardian jetbike units in an army lead by Nuadhu recieve the skilled rider USR. Note thatsince Nuadhu is an Autarch and is on a jetbike, all guardian jetbike units are troops.

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    Yriel, The Corsair Prince, Autarch of Iyanden: 180pts

    Unit WS BS S T W I A Ld Sv

    Prince Yriel 6 6 3 3 3 7 4 10 3+/4++

    Special Rules:

    Independent haracter, Fleet, Master Strategist, TacCcal Feint, Warrior Leader, Dying Race, Stubborn,Preferred Enemy: Tyranids, Eldritch Raiders

    Wargear: Shuriken Pistol, Plasma Grenades, Haywire Grenades, Forceshield, Spear of Twilight, The Eye ofWrath

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    Elites:

    Howling Banshees: 18 pts each

    Unit WS BS S T W I A Ld Sv

    Howling Banshee 4 4 3 3 1 5 1 9 4+

    Banshee Exarch 5 5 3 3 1 5 2 9 4+

    Unit Size:

    3-10

    Special Rules:

    Fleet, Alien Grace, Furious harge

    Wargear: Banshee Mask, Power Weapon, Shuriken Pistol

    One model can be upgraded to a Exarch for 12 points

    Exarch Wargear:

    An Exarch can replace her power weapon with one of the following.

    ExecuConer: 10 ptsMirroswords: 10 ptsTriskele: 10 pts

    An Exarch can also gain these abiliCes.

    War Shout: 25 ptsAcrobaCc: 25 pts

    Instead of upgrading to an Exarch, a unit of Howling Banshees may be joined by The Phoenix Lord Jain Zarfor 190 points

    Unit WS BS S T W I A Ld Sv

    Jain Zar 7 7 3 3 3 7 4 10 2+/4++

    Special Rules:

    Fleet, Furious harge, Alien Grace, Eternal Warrior, Dying Race, Phoenix Lord, Preferred Enemy, The Stormof Silence

    Wargear: Banshee Mask, Execu oner, The Silent Death

    A unit of Howling Banshees can take a Wave Serpent as a dedicated transport.

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    Striking Scorpions : 22 pts

    Unit WS BS S T W I A Ld Sv

    Striking Scorpion 4 4 4 3 1 5 2 9 3+

    Scorpion Exarch 5 5 4 3 1 5 3 9 3+

    Unit Size:

    3-10

    Special Rules:

    Fleet, Inltrate, Scout, Move Through over, Dying Race

    Wargear: Mandiblasters, Scorpion Chainsword, Shuriken Pistols, Plasma Grenades

    A single striking scorpion can be upgraded to an Exarch for 12 points.

    The Exarch can exchange his scorpion chainsword for one of the following.

    Scorpion's law: 10hainsabres: 20BiCng Blade: 20

    The Exarch can gain these powers.

    Shadowstrike: 35Stalker: 25

    A unit of Striking Scorpions can take a Wave Serpent as a dedicated transport.

    Instead of upgrading to an Exarch, a unit of Striking Scorpions may be joined by Karandras for 210 points

    Unit WS BS S T W I A Ld Sv

    Karandras 7 7 4 3 3 7 6 10 2+/4++

    Special Rules:

    Fleet, Move Through over, Inltrate, Scout, Eternal Warrior, Dying Race, Phoenix Lord, Deadly Hunter

    Wargear: Scorpion Chainsword, The Scorpions Bite, Scorpion's Claw, Plasma Grenades

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    Pathnders : 20 pts

    Unit WS BS S T W I A Ld Sv

    Pathnder 3 5 3 3 1 5 1 8 6+

    Unit size:

    3-10

    Special Rules:

    Fleet Scouts, Inltrate, Ignore over, Stealth, Relentless, Masters of oncealment, Marksmen Without Peer,Dying Race

    Wargear: Ranger Long Rie, Haywire Grenades, Shuriken Pistol

    Wraithguard : 35 pts each

    Unit WS BS S T W I A Ld Sv

    Wraithguard 4 4 5 6 1 4 2 10 3+

    Unit size:

    3-10

    Special Rules:

    Fearless, Wraithbone, Wraithsight, Dying Race

    Wargear: Wraithcannon

    Wraithguard take up two spots in a transport. A unit of 6 or fewer wraithguard can take a wave serpent asa dedicated transport.

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    Harlequins : 13 pts each

    Unit WS BS S T W I A Ld Sv

    Harlequin 5 4 3 3 1 6 2 9 5++

    Shadowseer 5 4 3 3 1 6 2 9 5++

    Death Jester 5 4 3 3 1 6 2 9 5++

    Troupe Master 5 4 3 3 1 6 3 10 5++

    Unit size: 5-15

    Special Rules:

    Fleet, Furious harge, Hit and Run, Veil of Tears (Shadowseer only), Hallucinogen Grenades

    Wargear: Shuriken pistol, close combat weapon, Flip Belts, Holo Suit

    Any harlequin can replace its close combat weapon with a harlequin's kiss for 3 points.

    Up to two harlequins in the unit may replace their shuriken pistols for Fusion pistols for 15 points.

    One Harlequin in the unit can be upgraded to a Troupe Master for 12 points.

    The troupe master can exchange his close combat weapon for a power weapon for 10 points.

    One Harlequin in the unit can be upgraded to a Shadowseer for 25 points.

    One Harlequin in the unit can be upgraded to a Death Jester for 20 points. The Death Jester automaCcallyexchanges his shuriken pistol for a Shrieker annon.

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    Troops:

    Guardians : 8pts each

    Unit WS BS S T W I A Ld Sv

    Guardian 3 3 3 3 1 4 1 9 5+

    Warlock 4 4 3 3 1 5 1 9 4++

    Unit Size: 10-20

    Special Rules:

    Fleet, AdapCve Leaders, Dying Race

    Wargear: Shuriken Catapult, Haywire Grenades, Witchblade (Warlock Only), Rune Armor (Warlock Only)

    The whole unit of guardians may replace their Shuriken atapults for Shuriken Pistols and close combatweapons for free.

    One unit of guardians per army can be upgraded to Guardian Veterans at the cost of 3 points per model.Guardian veterans are idenCcal to Guardians in all respects except they have BS4.

    For every 10 Guardians in the squad two guardians may replace their shuriken catapults for specialweapons, or both may form into a heavy weapon pla orm team.

    Fusion Gun: 10 ptsFlamer: 5 pts

    Heavy Weapon Pla orms:

    Shuriken annon: 5 ptsEldar Missile Launcher: 15 ptsSca er Laser: 15 ptsBright Lance: 15 ptsStarcannon: 15 pts

    Warlock:

    A unit of Guardians may include a single warlock for 50 points

    Wargear: Shuriken Pistol, Witchblade (Warlock Only), Rune Armor

    The Warlock may purchase a single power below:

    Avenger : 15 ptsEmbolden : 10 ptsEnhance : 15 ptsConceal: 25 pts

    A unit of guardians can take a wave serpent as a dedicated transport.

    Any unit of guardians that did not take a dedicated transport can add on a single Eldar ArCllery Ba ery. Thisunit deploys at the same Cme as the guardians and counts as a single troops choice in the forceorganizaCon chart (just like a dedicated transport), but is a separate unit for all intents and purposes. This

    unit is as described in the Heavy Support Entry.

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    Dire Avengers : 11 pts each

    Unit 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 5 2 9 4+

    Special Rules: Fleet, Stubborn, Dying Race

    Unit Size:

    5-15

    Wargear: Avenger Shuriken Catapult, Plasma Grenades

    One Dire Avenger can be upgraded to an Exarch for 12 points.

    The Exarch may exchange his Shuriken atapult for one of the following.

    Two Shuriken atapults: 5 ptsPower Weapon and Shuriken Pistol: 10 ptsPower Weapon and Shimmershield: 20 ptsDiresword and Shuriken Pistol: 15 ptsDiresword and Shimmershield: 30 pts

    The Exarch can gain any of these powers:

    Bladestorm : 20 ptsFall Back : 25 pts

    Instead of upgrading to an Exarch, a unit of Dire Avengers may be joined by Asurmen for 180 points

    Unit WS BS S T W I A Ld Sv

    Asurmen 7 7 3 3 3 7 4 10 2+/3++

    Special Rules:

    Fleet, Eternal Warrior, Dying Race, Phoenix Lord, Ba le Fate

    Wargear: The Sword of Asur, Shimmershield, Wrist Mounted Avenger Catapults: (Counts as dual AvengerCatapults), Plasma Grenades

    A unit of Dire Avengers can take a Wave Serpent as a dedicated transport.

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    Rangers: 12 pts each

    Unit WS BS S T W I A Ld Sv

    Ranger 3 4 3 3 1 5 1 8 6+

    Unit Size:

    3-10

    Special Rules:

    Fleet, Scouts, Inltrate, Move Through over, Stealth, Masters of oncealment, Dying Race

    Wargear:

    Ranger Long Rie, Haywire Grenades, Shuriken Pistol

    Dedicated Transport:

    Wave Serpent: 100pts

    BS Front Side Rear

    Wave Serpent 3 12 12 10

    Type: Eldar skimmer*, Fast, Tank

    Transport apacity of 12

    Underslung Twin-linked Shuriken atapults and a Turret-mounted Twin-linked Shuriken annon

    May replace twin-linked Shuriken atapult for a Shuriken annon for 10 points

    May replace Twin-Linked Shuriken annon for one of the following:

    Twin-Linked Sca er Laser: 10Twin-Linked Missile Launcher: 15Twin-Linked Starcannon: 15Twin-Linked Bright Lance: 15

    A Wave Serpent can take any of the following vehicle upgrades:

    Star Engines: 10Vectored Engines: 5rystal Targe ng Matrix: 20Holoeld: 30Spirit Stones: 15

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    Fast A ack:

    Swooping Hawks: 22 pts

    Unit WS BS S T W I A Ld Sv

    Swooping Hawk 4 4 3 3 1 5 1 9 4+

    Hawk Exarch 5 5 3 3 1 5 2 9 4+

    Unit Size: 3-10

    Special Rules:

    Fleet, Hit and Run, Dying Race

    Wargear: Lasblaster, Swooping Hawk Wings, Swooping Hawk Grenade Pack, Haywire Grenades, PlasmaGrenades

    One Swooping Hawk can be upgraded to an Exarch for 12 points.

    The Exarch can exchange his Lasblaster with one of the following:

    Hawk's Talon: freeSunrie: 10 pts

    The Exarch can gain any of these powers:

    FleeCng Strikes: 20 ptsHawk's Soar: 20 pts

    Instead of upgrading to an Exarch, a unit of Swooping Hawks may be joined by the Phoenix Lord Baharrothfor 170 points

    Unit WS BS S T W I A Ld Sv

    Baharroth 7 7 3 3 3 7 4 10 2+/4++

    Special Rules:

    Fleet, Hit and Run, Eternal Warrior, Dying Race, Phoenix Lord, Sun Warrior

    Wargear: The Star Talon, Swooping Hawk Wings, Swooping Hawk Grenade Pack, Haywire Grenades,Plasma Grenades, Power Weapon

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    Warp Spiders: 26 pts

    Unit WS BS S T W I A Ld Sv

    Warp Spider 4 4 3 3 1 5 1 9 3+

    Spider Exarch 5 5 3 3 1 5 2 9 3+

    Unit Size: 3-10

    Special Rules:

    Deep Strike, Dying Race

    Wargear: Death Spinner, Warp Jump Generator

    One Warp Spider can be upgraded to an Exarch for 12 pts.

    The Exarch can exchange his Death Spinner for one of the following:

    Spinneret Rie: 5 ptsSpinneret Sprayers: 5 pts

    The Exarch can gain any of these powers:

    Surprise Assault: 15 ptsPerilous Web: 10 pts

    Shining Spears: 30 pts each

    Unit WS BS S T W I A Ld Sv

    Shining Spear 4 4 3 3 1 5 1 9 3+

    Spear Exarch 5 5 3 3 1 5 2 9 3+

    Unit Size: 3-10

    Special Rules:

    Skilled Riders, Dying Race

    Wargear: Laser Lance, Eldar Jetbike, Plasma Grenades

    One Shining Spear can be upgraded to be an Exarch for 12 pts.

    The Exarch can exchange his Laser Lance for a Star Lance for 20 pts.

    The Exarch can gain any of these Exarch powers:

    Aggressive Advance: 20Vicious Assault: 30

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    Guardian Jetbikes: 20 pts each

    Unit WS BS S T W I A Ld Sv

    Guardian Jetbike 3 3 3 3 (4) 1 5 1 9 3+

    Warlock Jetbike 5 5 3 3 (4) 2 5 1 9 3+/4++

    Unit Size: 3-20

    Special Rules:

    Fleet, Dying Race, AdapCve Leaders (Warlock Only)

    Wargear: Eldar Jetbike, Plasma Grenades, Haywire Grenades, Witchblade (Warlock Only), Rune Armor(Warlock Only):

    For every three Guardian Jetbikes in the unit, one can exchange its twin-linked shuriken catapults for ashuriken cannon for 10 points.

    The unit can be joined by a Warlock on Eldar Jetbike for 85 points.

    The Warlock may purchase a single power below:

    Avenger: 15 ptsEmbolden: 10 ptsEnhance: 15 ptsonceal: 25 pts

    If the army includes either an Autarch or Farseer on Jetbike, then Guardian Jetbikes may be taken astroops.

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    Vyper Jetbikes : 30pts each

    BS Front Side Rear

    Vyper Jetbike 3 10 10 10

    Unit Size: 1-5Type: Eldar skimmer*, fast, open-topped

    Front underside turret: Twin-linked Shuriken atapult

    Main Turret: Shuriken annon

    Vypers have Holoelds standard

    May replace twin-linked Shuriken atapult for a Shuriken annon for 10 points

    May replace Shuriken annon for one of the following:

    Sca er Laser: 5Missile Launcher: 10Starcannon: 10Bright Lance: 10

    A Vyper can take any of the following vehicle upgrades:

    Star Engines: 5Vectored Engines: 3rystal Targe ng Matrix: 10Spirit Stones: 3

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    Heavy Support:

    Dark Reapers Aspect Warriors : 50pts each

    Unit WS BS S T W I A Ld Sv

    Dark Reapers 4 4 3 3 1 5 1 9 2+

    Reaper Exarch 5 5 3 3 1 5 2 9 2+

    Unit Size: 3-5

    Special Rules:

    Relentless, Dying Race

    Wargear:

    Reaper Launcher, Sensor Vanes

    One Dark Reaper can be upgraded to be an Exarch for 12 pts.

    The Exarch may exchange his Reaper Launcher for one of the following.

    Tempest Launcher: FreeEldar Missile Launcher: 10 pts

    The Exarch can gain these abiliCes:

    Fast Shot: 20 ptsThe Reaping: 20 pts

    Fast Shot: The Exarch may re one addiConal shot with his weapon.

    The Reaping: The Exarch and his unit may re-roll any failed to-wound rolls.

    Instead of upgrading to an Exarch, a unit of Dark Reapers may be joined by the Phoenix Lord Maugan Ra for200 points

    Unit WS BS S T W I A Ld Sv

    Maugan Ra 7 7 3 3 3 7 4 10 2+/4++

    Special Rules:Fleet, Eternal Warrior, Dying Race, Relentless, Phoenix Lord, Soul Harvest

    Wargear: The Maugetar

    A unit of Dark Reapers can take a Wave Serpent as a dedicated transport.

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    War Walkers: 70pts each

    WS BS S Front Side Rear I A

    War Walkers 3 3 5 10 10 10 2 2

    Unit Size: 1-3Type: Walker, Open Topped

    Special Rules:

    Scouts, Move Through over, Defence Field

    omes with two Shuriken annons.

    May replace the Shuriken annon on one or both arms with one of the following.

    Sca er Laser: 10

    Missile Launcher: 10Starcannon: 10Bright Lance: 10

    A War Walker can take any of the following:

    rystal Targe ng Matrix: 10Spirit Stones: 3Holoeld: 10

    *For every unit of Guardians taken, one unit of War Walkers can be taken as a troops choice.

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    Falcon: 150pts

    BS Front Side Rear

    Falcon Grav-Tank 3 12 12 10

    Type: Eldar Skimmer*, Fast, Tank

    Pulse Laser, Turret-mounted Shuriken annon & Underslung Twin-Linked Shuriken atapults

    May replace Twin-Linked Shuriken atapult with a Shuriken annon for 10 points.

    May replace turret-mounted Shuriken annon for one of the following:

    Sca er Laser: 5Eldar Missile Launcher: 10Starcannon: 10Bright Lance: 10

    A Falcon can take any of the following vehicle upgrades:

    Star Engines: 5Vectored Engines: 5rystal Targe ng Matrix: 20Spirit Stones: 10Holoelds: 30

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    Fire Prism : 150 pts

    BS Front Side Rear

    Fire Prism Grav-Tank 3 (4) 12 12 10

    Type: Eldar Skimmer*, Fast, Tank

    Prism annon, Underslung Twin-Linked Shuriken atapults, rystal TargeCng Matrix (Bonus shown inprole)

    May replace Twin-Linked Shuriken atapults with a Shuriken annon for 10 points.

    A Fire Prism can take any of the following vehicle upgrades:

    Star Engines: 5ptsVectored Engines: 5ptsSpirit Stones: 20ptsHoloelds: 30pts

    Nightspinner: 120 pts

    BS Front Side Rear

    Nightspinner 3 12 12 10

    Type: Eldar Skimmer*, Fast, Tank

    Night Spinner annons, Underslung Twin-Linked Shuriken atapults

    May replace Twin-Linked Shuriken atapult with a Shuriken annon for 10 points.

    A Night Spinner can take any of the following vehicle upgrades:

    Star Engines: 5ptsVectored Engines: 5ptsSpirit Stones: 10pts

    Holoelds: 20pts

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    Support Weapon Ba ery: ost varies

    Unit WS BS S T W I A Ld Sv

    Artillery Crew 3 3 3 3 1 4 1 8 5+

    Special Rules:

    Eldar ArCllery

    Unit Size 1-3 arCllery units. Each unit comes with an Eldar ArCllery model and 2 crew armed with shurikencatapults.

    An Eldar Support Weapon Ba ery can have up to three of one type of Eldar ArCllery model. You cannot mixand match types.

    D annon: 75 ptsVibro annon: 60 ptsShadow Weaver: 40 pts

    Up to 2 addiConal crew members can be purchased for each gun ba ery at 8 pts a piece.

    Wraithlord: 170 pts

    Unit WS BS S T W I A Ld Sv

    Wraithlord 5 5 10 8 3 4 3 10 3+

    Special Rules:

    Monstrous reature, Fearless, Fleet, Eternal Warrior, Wraithbone, Wraithsight, Noble Fury, ForearmWeapons

    A Wraithlord may be equipped with up to two Wraithblades at 10 pts per weapon.

    A Wraithlord may be equipped with one of the following as Forearm Weapons.

    2 amers: 10 pts2 shuriken catapults: 5 pts

    The Wraithlord may take up to two of the following.

    Shuriken annon: 10ptsSca er Laser: 15ptsMissile Launcher: 20ptsStarcannon: 20ptsBright Lance: 20pts

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    Unit WS BS S T W I A Ld Sv

    Artillery Crew 3 3 3 3 1 4 1 8 5+

    Asurmen 7 7 3 3 3 7 4 10 2+/3++

    Autarch 6 6 3 3 3 6 3 10 3+/4++

    Avatar of Khaine 10 5 6 6 3 6 5 10 2+/4++

    Avele Swifteye 6 6 3 3 3 6 3 10 3+/4++

    Baharroth 7 7 3 3 3 7 4 10 2+/4++

    Bonesingers 3 3 3 3 1 4 1 9 5+

    Dark Reaper Exarch 5 5 3 3 1 5 2 9 2+

    Dark Reapers 4 4 3 3 1 5 1 9 2+

    Dire Avenger 4 4 3 3 1 5 1 9 4+

    Dire Avenger Exarch 5 5 3 3 1 5 2 9 4+

    Dragon Exarch 5 5 3 3 1 5 2 9 4+

    Eldrad Ulthuan 5 5 3 3 3 5 2 10 2++

    Eldritch Raider 4 4 3 3 1 5 2 8 5+

    Farseer 5 5 3 3 3 5 1 10 4++

    Fire Dragon 4 4 3 3 1 5 1 9 4+

    Fuegan 7 7 3 3 3 7 4 10 2+/4++

    Guardian 3 3 3 3 1 4 1 9 5+

    Guardian Jetbike 3 3 3 3 (4) 1 5 1 9 3+

    Harlequin 5 4 3 3 1 6 2 9 5++

    Harlequin Death Jester 5 4 3 3 1 6 2 9 5++

    Harlequin Shadowseer 5 4 3 3 1 6 2 9 5++

    Harlequin Troupe Master 5 4 3 3 1 6 3 10 5++

    Howling Banshee 4 4 3 3 1 5 1 9 4+

    Howling Banshee Exarch 5 5 3 3 1 5 2 9 4+

    Jain Zar 7 7 3 3 3 7 4 10 2+/4++

    Karandras 7 7 3 3 3 7 6 10 2+/4++

    Maugan Ra 7 7 3 3 3 7 4 10 2+/4++

    Nuadhu Mael Dannan 6 6 3 3 (4) 3 6 3 10 3+/4++

    Pathnder 3 5 3 3 1 5 1 8 6+

    Prince Yriel 6 6 3 3 3 7 4 10 3+/4++

    Ranger 3 4 3 3 1 5 1 8 6+

    Seer Council Warlock 4 4 3 3 1 5 2 9 4++

    Shining Spear 4 4 3 3 (4) 1 5 1 9 3+

    Shining Spear Exarch 5 5 3 3 (4) 1 5 2 9 3+

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    Unit WS BS S T W I A Ld Sv

    Shlaereen the Ghost 4 7 3 3 2 6 2 10 6+

    Solitaire 9 5 3 3 3 10 4 10 5++

    Striking Scorpion 4 4 4 3 1 5 2 9 3+

    Striking Scorpion Exarch 5 5 4 3 1 5 3 9 3+

    Swooping Hawk 4 4 3 3 1 5 1 9 4+

    Swooping Hawk Exarch 5 5 3 3 1 5 2 9 4+

    Warlock 4 4 3 3 1 5 1 9 4++

    Warlock Jetbike 5 5 3 3 (4) 2 5 1 9 3+/4++

    Warp Spider 4 4 3 3 1 5 1 9 3+

    Warp Spider Exarch 5 5 3 3 1 5 2 9 3+

    Wraithguard 4 4 5 6 1 4 2 10 3+

    Wraithlord 5 5 10 8 3 4 3 10 3+

    BS Front Side Rear

    Fire Prism Grav-Tank 3 (4) 12 12 10

    Nightspinner 3 12 12 10

    Falcon Grav-Tank 3 12 12 10

    Vyper Jetbike 3 10 10 10

    Wave Serpent 3 12 12 10

    WS BS S Front Side Rear I A

    War Walkers 3 3 5 10 10 10 2 2

    Weapon Range Str. AP Type Page

    Shuriken Pistol 12 3 5 Assault 1, Rending

    Shuriken Catapault 18 3 5 Assault 2, Rending

    Avenger Shuriken Catapault 18 3 5 Assault 3, Rending

    Shuriken Cannon 24 4 5 Assault 5, Rending

    Fusion Pistol 6 7 1 Assault 1, Melta

    Flamer Template 4 5 Assault 1

    Eldar Missile Launcher (Sabot) 60 8 3 Heavy 1

    Eldar Missile Launcher (Plasma) 60 4 4 Heavy 1, 3 Blast, pinning

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    Weapon Range Str. AP Type Page

    Scatter Laser 36 6 6 Heavy 6

    Starcannon 24 6 2 Heavy 2, 3 Blast

    Triskele 6 3 2 Assault 3

    Dragon Fusion Gun (Focused) 18 7 1 Assault 1, Melta

    Dragon Fusion Gun (Dispersed) Template 3 5 Assault 1, Extra D6 pen

    Firepike 24 7 1 Assault 1, Blast, Melta

    Dragon s Breath Flamer Template 5 2 Assault 1, 2D6 penetration

    Reaper Launcher (Sabot) 48 6 3 Heavy 3

    Reaper Launcher (Plasma) 48 3 - Assault 3, Blast

    Tempest Launcher 48 4 3 Heavy 3, 3 Blast, Barrage

    Lasblaster 24 3 6 Assault 6

    Hawk s Talon 18 6 4 Assault 1, 3 Blast

    Sunrie 24 4 5 Assault 6, Pinning

    Death Spinner 12 3 - Assault 1, 5 Blast, Pinning, Rending,Entanglement

    Spinneret Rie 18 5 3 Assault 2, Rending, Causes Instant Death

    Spinneret Sprayers Template 3 - Assault 2, Pinning, Rending, Entanglement

    Laser Lance 6 6 2 Assault 1 , Lance

    Ranger Long Rie 36 X 5 Heavy 1, Sniper, Pinning

    Prism Cannon (Focused) 72 9 2 Ordnance 1

    Prism Cannon (Dispersed) 72 5 4 Heavy 1, Large Blast

    Death Web 72 6 6 Ordnance Barrage 2, Large Blast, Rending,Entanglement

    D-Cannon 36 X 1 Heavy 1, 3 Blast, Barrage

    Vibro-cannon 48 4 - Heavy 1, Pinning, Special

    Shadow Weaver 60 4 6 Heavy 1, 5 Blast, Rending, Barrage

    Wraithcannon 12 X 1 Assault 1

    Shrieker Cannon 18 4 5 Assault 4, Pinning, Rending

    Bright Lance 36 8 2 Heavy 1, Lance

    Pulse Laser: 60 8 1 Heavy 2