Eldar Codex v.9.pdf

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    Codex:

    Eldar

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    Contents Page

    Page 3 Eldar Special Rules

    Page 4 Army List HQPage 14 Army List Elites

    Page 22 Army List Troops

    Page 27 Army List Dedicated Transport

    Page 28 Army List Fast Attack

    Page 33 Army List Heavy Support

    Page 39Eldar Ranged WeaponryPage 40Eldar Ranged Weaponry: Aspect Warrior Temples

    Page 41Farseer Psychic Powers

    Page 42 Warlock Psychic Powers and Paths of the Seer

    Page 43 Wargear of the Witch Path

    Page 44 Armoury Eldar Close Combat Weapons

    Page 46 Armoury Eldar Wargear

    Page 48 Armoury Eldar Vehicle Armoury

    Page 49 Autarch Powers

    Page 50Whats Changed and Why?

    Page 52 Acknowledgments

    Page 53 Legal Stuff

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    Eldar Special RulesThe following are special rules or abilties unique to the Eldar army, any other special rules are listed

    alongside their relevant unit entry (in the case of rules that apply to a specific unit)or in the Warhammer

    40,000 rulebook.

    Eldar Fleet:

    Any unit with the Eldar Fleet special rule may move 2D6 (selecting the highest) in the assault phase

    instead of performing a normal assault move. This movement may be made in any direction therefore

    not neccaserily into close combat and follows all the usual movement and assault restrictions;

    therefore they may not perform this move after firing a heavy weapon, after disembarking from a

    transport or after deepstriking etc. This movement is slowed by difficult terrain by reducing the number

    of D6 rolled from 2D6 to a single D6, unless the unit possesses the Move Through Cover special rule.

    Units with the Eldar Fleet special rule must also re-roll a single D6 when determining Fall Back distance,selecting the highest result.

    Furthermore, all units with the Eldar Fleet special rule also benefit from the Fleet special rule, as

    described in the Warhammer 40,000 rulebook.

    Note: this is made instead of an assault movement, not in addition to; therefore the maximum distance

    that can be moved in the assault phase via Eldar Fleetunless specified otherwise is 6.

    Exarch Powers:

    Exarch powers only affect the Exarch (or Phoenix Lord) and their unit (or a unit of their disciples),

    including any Autarch (including Prince Yriel) that may have joined that unit. These abilities happen

    automatically and do need to pass a test, but are lost if the Exarch is removed from the squad.

    Wraithsight:

    If a unit has the Wraithsight special rule, each turn roll a D6, on a roll of one, that unit may not move,

    shoot or assault that turn. Furthermore, in close combat they are automatically hit and strike at

    Initiative 1 and WS1. If the D6 rolls any other result, Wraithsight has no effect on that turn.

    If there is an Eldar Psyker within 6 of the unit, or a Spiritseer within 12, then the Wraithsight rule has

    no effect.

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    Eldrad Ulthran, Farseer of Ulthwe 225pts

    WS BS S T W I A Ld Sv

    Eldrad Ulthran 5 5 3 3 3 5 1 10 3+

    Unit Composition:

    1 (Unique)

    Unit Type:

    Infantry

    Wargear:

    Staff of Ulthamar*, Shuriken Pistol, (2) Spirit

    Stones, Ghosthelm, Plasma Grenades, Rune

    Armour (confers a 3+ invulnerable save,

    included)

    Special Rules:

    Eldar Fleet, Independent Character, Psyker,

    Divination*, The Crystal Seer*

    Psychic Powers:

    Amplify, Doom, Eldritch Storm, Fortune, Guide,

    Fog of War, Mind War

    HQ

    *Staff of Ulthamar

    The Staff of Ulthamar is a Witchblade that may

    confer one of the following effects each turn,

    selected at the beginning of the owning

    players turn and lasting until the owning

    players following turn:

    1. Allows Eldrad Ulthran to ignores armour

    saves in close combat (with the Witchblade).

    2. Allows Eldrad Ulthran to cast a single psychic

    power twice in one turn; this must still remain

    within the limit of 3 powers per-turn conferred

    by the Spirit Stones.

    3. Allows Eldrad Ulthran to cast Mind War or

    Eldritch Storm on top of all other powers cast

    that turn; therefore allowing him to cast a total

    of 4 psychic powers in one turn. As usual, each

    psychic power can still only be cast once in a

    turn.

    *Divination

    An Eldar army that includes Eldrad Ulthran may re-roll the dice

    to decide which player deploys first.

    *The Crystal SeerEldrad counts as being equipped with the following runes:

    Rune of Scoring, Runes of Emanation, Runes of Warding,

    Runes of Witnessing, Rune of Anaris, Rune of Immolation and

    Runes of Dawning.

    Options:

    Eldrad Ulthran may be accompanied by a Warlock Seer

    Council (see page 12) as a retinue for 74pts, no longer

    counting as an independent character whilst any of the

    Warlocks in the unit are alive.

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    Athairiel Mornynnstar, Battleseer of Biel-tan 200pts

    WS BS S T W I A Ld Sv

    Athairiel Morniynnstar 5 5 3 3 3 5 3 10 4+

    Unit Composition:

    1 (Unique)

    Unit Type:

    Infantry

    Wargear:

    Tempestiel Blades*, Runes of Warding, Runes

    of Witnessing, Rune of Anaris, Rune of

    Immolation, Runes of Persecution, (1) Spirit

    Stones, Ghosthelm, Plasma Grenades, Rune

    Armour (included)

    Special Rules:

    Eldar Fleet, Independent Character, Master

    Strategist, Psyker, Skein of Command*,

    Knowledge is Power*

    Psychic Powers:

    Mind War, Eldritch Storm, Guide, Amplify

    HQ

    *Tempestiel Blades

    The Tempestiel Blades are a pair of

    Witchblades (therefore conferring an additional

    attack) that on any to-wound roll of 5 or 6, that

    attack will ignore armour saves.

    *Skein of Command

    Instead of casting Amplify or Guide upon a unit within range,

    these powers may instead be cast upon a unit including an

    Exarch, Warlock or HQ character.

    This may be done even if the unit is out of the usual range or

    not in line of sight, however a psychic test must be passed as

    usual.

    Note: Casting a power in this way counts as a psychic power

    for the purposes of casting up to two powers per turn (via

    Spirit Stones).

    *Knowledge is Power

    If Athairiel is still alive at the time, the Eldar player may elect

    for the dice to be re-rolled to see if an additional turn is

    played.

    Athairiel Morniynnstar is one of the chief commanders of the

    Biel-Tan Warhost, his psychic abilities and tactical nuance

    being highly valued when the Craftworld goes to war. His

    counsel is valued as equal to any Farseer or Autarch on the

    Craftworld, often leading the Swordwind himself; his tactical

    expertise and foresight guiding the warriors, whilst

    augmenting them with his own psychic abilities.

    Athairiel Morniynnstar rose to the position as one of

    Craftworld Biel-Tans preeminent commanders after the death

    of the High Autarch Loreth Xibalba, at the hands of a

    Monstrous Chaos Prince, in the eastern fringe of the galaxy.

    Here, Athairiel foresaw the Crone World Bet-Foirlash at the

    heart of an immense conflict between Tyranid, Tau and Chaos

    forces, so Biel-Tan moved to evacuate the populace; theconflict too vast to stand against.

    Whilst orchestrating the defence of the populace during the

    evacuation, Autarch Xibalba was slain in single-combat by a

    giant daemonic Astartes; whose bestial warriors and daemonic

    allies attacked the Eldar from all sides. Afterwards Athairiel

    Morniynnstar led both the evacuation and a masterful defence

    of the planet. Leading the Swordwind in a staggered retreat,

    Athairiel was forced to leave the world in the hands of

    Vahlinhurst, but with minimal Eldar casualties.

    Options:

    Athairiel Morniynnstar may be accompanied

    by a Warlock Seer Council (see page 12) for

    74pts, no longer counting as an

    independent character whilst any of the

    Warlocks in the unit are alive.

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    Prince Yriel, Autarch of Iyanden 170pts

    WS BS S T W I A Ld Sv

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

    Unit Composition:

    1 (Unique)

    Unit Type:

    Infantry

    Wargear:

    Twilight Spear*, Eye of Wrath*, Plasma

    Grenades, Haywire Grenades, Autarch Armour,

    Shield of Asuryan*(included)

    Special Rules:

    Eldar Fleet, Independent Character, Master

    Strategist, Ghost Warriors, Doomed*

    HQ

    *Twilight Spear

    The Twilight Spear is a Singing Spear that ignores armour

    saves; furthermore any model that suffers an unsaved wound

    from the Twilight Spear must pass a strength test for each

    unsaved wound, or suffer instant death. Remember: A roll of 6

    is always a failure.

    *Doomed

    At the beginning of the owning players turn

    Yriel must pass a leadership test or suffer -1

    attacks (to a minimum of 1), lasting for the

    duration of the game.

    This rule has no effect however if Yriel has

    killed an enemy model with the Twilight Spear

    that turn, as it consumes their life force rather

    than Yriels.

    *Eye of Wrath

    Each turn, Yriel may reduce a single model (of the Eldar

    players choice) in base contact by 1 point of strength for the

    duration of that turn. This has no effect on vehicles or walkers.

    Furthermore, the Eye of Wrath is a ranged weapon, that can

    be used once per game with the following profile:

    Range: Template Strength: 6 AP: 3. Assault 1.

    *Shield of Asuryan

    This is a unique Forcefield that grants Yriel a 3+ invulnerable

    save and the effects of a Shimmershield; therefore granting

    any unit he is with a 5+ invulnerable save.

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    Phoenix Lord 220pts (each)

    WS BS S T W I A Ld Sv

    Phoenix Lord 7 7 4 4 3 7 4 10 3+/4+

    Asurmen, the Hand of Asuryan

    Jain Zar, the Storm of Silence

    Unit Composition:

    1 (Unique)

    Unit Type:

    Infantry (Baharroth and Kirahnna are Jump

    Infantry, TamarelleEve is Bike, Eldar Jetbike)

    Special Rules:

    Eldar Fleet, Independent Character, Eternal

    HQ

    *Disciples

    All units included in the army that are noted as that Phoenix

    Lords disciples are Fearless. For example, Disciples: Striking

    Scorpions means that all Striking Scorpion units in that army

    are Fearless.

    Wargear:

    Wrist-mounted Avenger Shuriken Catapults (Counts as an Assault 5 Avenger Shuriken Catapult), Plasma Grenades,

    Mind Link, Haywire Grenades, Sword of Asur (A Diresword that may re-roll any failed to-wound roll and against

    which leadership tests must be taken on 3D6 when discerning instant death)

    Exarch Powers: Blade Storm & Defend

    Additional Special Rules:

    Battle Fate: (Asurmen and any Dire Avenger unit he has joined only have their armour save negated by weapons of

    lower (rather than equal) armour piercing; therefore AP4 has no effect. This only applies against ranged attacks)

    Disci les: Dire Aven ers

    Wargear:

    Banshee Mask, Executioner, Haywire Grenades, The Silent Death (A Triskele that strikes at Strength 5)

    Exarch Powers: Warshout and Acrobatic

    Additional Special Rules:

    Hell Hath No Fury*, Scream that Steals: (Jain Zar and any Howling Banshee unit she has joined have the Furious

    Charge special rule)

    Disciples: Howling Banshees

    The Wargear and Individual Abilties of thePhoenix Lords are listed on the following pages;

    all Phoenix Lords also share the above profile

    and special rules, as well as benefitting from

    the Wargear and Special Rules listed in their

    individual entries. One of each Phoenix Lord

    may be included in an army, only ever

    occupying a single Force Organisation Chart slot

    (in total), although counting as separate Kill

    Points.

    *Phoenix Reborn

    If a Phoenix Lord has its last wound removed, instead of

    removing the model from play, the player may lie it on its side.

    If an Exarch from a unit of that Phoenix Lords disciples is

    placed in base-contact with the Phoenix Lord then replace the

    Exarch with the Phoenix Lord, who will return to play

    counting as joined to that Exarchs unit - with one wound

    remaining. The Phoenix Lord may act as normal after being

    reborn. A Phoenix Lord only contributes a kill point if they

    have 0 wounds remaining at the end of the game.

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    Baharroth, the Cry of the Wind

    Karandras, the Shadow Hunter

    Fuegan, the Burning Lance

    Maugan Ra, the Harvester of Souls

    Wargear:

    Swooping Hawk Wings, Power Weapon, Haywire Grenades, Plasma Grenades, Swooping Hawks Grenade Pack,

    Hawks Claw (confers the following ranged profile; Range: 24 Strength: 4 AP: 3. Assault 5, Pinning)

    Exarch Powers: Intercept, Mark of GuiltAdditional Special Rules:

    Furious Angels: (Baharroth and any Swooping Hawk unit he has joined do not scatter when arriving from Deepstrike

    and may perform a Skyleap even if locked in close combat. If they do so, the enemy may consolidate 3.)

    Disciples: Swooping Hawks

    Wargear:

    Crystalline Armour, Meltabombs, Plasma Grenades, Firepike, the Fire Axe (Power Weapon that confers +2 Strength

    and an additional D6 for armour penetration)

    Exarch Powers: Crack Shot, Tank Hunter

    Additional Special Rules:

    Colds Bane: (Fuegan and any Fire Dragon unit he has joined gain the Feel No Pain special rule)

    Disciples: Fire Dragons

    Wargear:

    Biting Blade, Scorpions Claw, Plasma Grenades, Haywire Grenades,

    The Scorpions Bite (Mandiblasters that confer 2 additional attacks, instead of the usual 1)Exarch Powers: Stalker, Hunters

    Additional Special Rules:

    Infiltrate, Move Through Cover, The Hidden Death: (Karandras and any Striking Scorpion unit he has joined may

    arrive from reserves by deep striking into area terrain. If they do so, they do not mishap, do not scatter and do not

    take a dangerous terrain test. Furthermore, if they do so they may assault on the turn they arrive, but may not run

    in the shooting phase. Alternatively, if arriving via outflank, Karandras and any Striking Scorpion unit he has joined

    may choose which board edge they arrive from).

    Disciples: Striking Scorpions

    Wargear:

    Plasma Grenades, Haywire Grenades, The Maugetar (a weapon with a built-in Executioner that also confers the

    following ranged profile: Range: 24 Strength: 5 AP: 5. Assault 6, Rending)

    Exarch Powers: Tank Hunters, Shadowstrike

    Additional Special Rules:

    The Touch of Death: (Enemy units that are forced to take a Leadership Test as a result of Maugan Ras (and any Dark

    Reaper units he may have joined) shooting must do so with an additional -1 leadership modifier)

    Disciples: Dark Reapers

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    Kirahnna, The Lights Embrace

    n Ra, the HarvKaelis, The Lights Embrace

    n Ra,

    TamarelleEve, The Fury of the Phoenix

    Wargear:

    Plasma Grenades, Haywire Grenades, Warp Jump Generator, Fates Mercy (Power Weapon that grant D3 additional

    attacks), The Thread Splitter (confers the following ranged profile; Range: 12 Strength: 5 AP: -. Assault 5,

    Rending, Monofilament)Exarch Powers: Hit and Run, Hunters

    Additional Special Rules:

    Veiled Assault: (Kirahnna and any unit of Warp Spiders she may have joined may re-roll the dice when performing

    their Warp Jump Generator move in the assault phase. Furthermore, any enemy unit that would count as in difficult

    terrain from their shooting instead counts as in dangerous terrain)

    Disciples: Warp Spiders

    Wargear:

    Plasma Grenades, Haywire Grenades, Eldar Jetbike (with an under-slung Shuriken Cannon), Stars Touch (a Star

    Lance that acts as a Power Weapon in subsequent turns of close combat)

    Exarch Powers: Skilled Riders, Tank Hunters

    Additional Special Rules:

    Hit and Run, Burning Fist: (TamarelleEve and any unit of Shining Spears he may have joined gain +2 (rather than the

    usual +1) attacks when they charge.)

    Disciples: Shining Spears

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    Avatar of Khaine 220pts

    WS BS S T W I A Ld Sv

    Avatar 10 5 6 6 4 6 4 10 3+/4+

    Unit Composition:

    1 (Unique)

    Unit Type:

    Monstrous Creature

    Wargear:

    Wailing Doom*

    Special Rules:

    Fearless, Feel No Pain, Eternal Warrior

    Daemon*, Inspiring*, Molten Body*, God of

    War*

    HQ

    *Wailing Doom

    During the owning players shooting phase, the

    Eldar player may choose for the Avatar to gain

    an additional attack (lasting until the Avatars

    following shooting phase), or to benefit from

    one of the following ranged profiles:

    Range: 12 Strength: 8 AP: 1. Assault 1,

    Melta

    Range: 12 Strength: 4 AP: 4. Assault 1,

    Large Blast

    *Daemon

    The Avatar counts as a Daemon in regards to abilities that

    affect specifically Daemons, furthermore the Avatar benefits

    from a 4+ invulnerable save (included).

    *Inspiring

    All Eldar units within 12 of the Avatar become Fearless.

    *Molten Body

    The Avatar benefits from the Feel No Pain special rule

    (included), furthermore Melta weapons and flame/heat based

    template (not blast!) weapons cannot wound the Avatar; such

    as Flamers, Heavy Flamers, Flamestorm Cannons, Hellfire

    Cannons, Hand Flamers, Scorchas, Burnas, Incinerators,

    Inferno Cannons, Dragons Breath Flamers etc.

    *God of War

    An Avatar can re-roll any failed to-hit and to-wound roll during

    close combat, and benefits from the Eternal Warrior special

    rule (included).

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    Farseer 75pts

    WS BS S T W I A Ld Sv

    Farseer 5 5 3 3 3 5 1 10 4+

    Unit Composition:

    1 Farseer

    Unit Type:

    Infantry

    Wargear:

    Shuriken Pistol, Witchblade, Ghosthelm, Plasma

    Grenades, Rune Armour (included)

    Special Rules:

    Eldar Fleet, Independent Character, Psyker

    Unless equipped with Spirit Stones, a Farseer

    may cast a single psychic power per-turn.

    The same Psychic Power may not be cast twice

    in the same turn, even through the use Spirit

    Stones

    Options:

    May replace His Witchblade with:

    Singing Spear - 3pts

    Power Weapon - 5pts

    Clarion Blade20pts

    May select any of the following:

    Rune of Scoring - 5pts

    Runes of Dawning10pts

    Runes of Emanation 10pts

    Rune of Immolation - 10ptsRune of Anaris - 10pts

    Runes of Witnessing - 15pts

    Runes of Warding - 15pts

    Spirit Stones - 30pts

    N.B. Spirit Stones maybe purchased twice, for 30pts each

    time, allowing the Farseer to cast up to 3 psychic powers

    per-turn.

    May be upgraded to:

    Battleseer - 15ptsBone Singer - 20pts

    May be equipped with:

    Eldar Jetbike35pts

    The Farseer may be accompanied by a Warlock Seer Council

    (see overleaf) for 74pts, no longer counting as an

    independent character whilst any of the Warlocks in the

    unit are alive; therefore forming a retinue.

    HQ

    Options:

    MUST be equipped with one of the

    following Psychic Powers for no additionalcost:

    Amplify

    Doom

    Eldritch Storm

    Fog of War

    Fortune

    Guide

    Mind War

    May select any number of additional psychic

    powers from the above list for 15pts each.

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    Warlock Seer Council 74pts

    WS BS S T W I A Ld Sv

    Warlock 4 4 3 3 1 4 2 9 4+

    Unit Composition:

    2 Warlocks

    Unit Type:

    Infantry

    Wargear:

    Shuriken Pistol, Witchblade, Plasma Grenades,

    Rune Armour (included)

    Special Rules:

    Eldar Fleet, Psyker

    Options:

    May include up to 6 additional Warlocks:

    37pts per model.

    Any Warlock may replace His Witchblade with:

    Singing Spear - 3pts

    Power Weapon - 5pts

    Any Warlock may be upgraded to:

    Spiritseer - 5pts

    Warseer - 15pts

    All Warlocks may be equipped with:

    Eldar Jetbike25pts (each)

    The entire unit may be equipped with:

    Web Beacon - 5pts

    Webway Translator - 10pts

    Any Warlock may be equipped with any of the following:

    Rune of Enlightenment - 5pts

    Rune of Scoring - 5ptsSiren Mirror - 10pts

    Rune of Anaris - 10pts

    Warlocks can only be equipped with an Eldar Jetbike if the

    Farseer they accompany is also mounted upon a Jetbike.

    Options:

    Each Warlock MUST be equipped with one

    of the following Psychic Powers:

    Embolden

    Destructor

    Assail

    Expedite

    Enhance

    Conceal

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    Autarch 80pts

    WS BS S T W I A Ld Sv

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

    Unit Composition:1 Autarch

    Unit Type:

    Infantry

    Wargear:

    Shuriken Pistol, Close Combat Weapon, Plasma

    Grenades, Force Shield (included), Autarch

    Armour

    Special Rules:

    Eldar Fleet, Independent Character, Master

    Strategist

    Options:

    May be equipped with one of the following:

    Mandiblasters - 5pts

    Banshee Mask - 7pts

    Crystalline Armour10pts

    May replace his Shuriken Pistol with:

    Avenger Shuriken Catapult - 2pts

    Dragons Breath Flamer - 5pts

    Triskele - 5pts

    D-Pistol - 10ptsFusion Gun - 10pts

    Fusion Pistol - 10pts

    Reaper Launcher - 10pts

    Neuro-Disruptor - 15pts

    May replace his Close Combat Weapon with:

    Power Weapon - 10pts

    Biting Blade - 10pts

    Diresword - 15pts

    Broadblades15pts

    Spirit Caestus 15ptsExecutioner - 20pts

    Vibro-Spear - 20pts

    Disruption Blade - 20pts

    May be equipped with any of the following:

    Haywire Grenades - 5pts

    Webway Translator5pts

    Web Beacon5pts

    Mind Link5pts

    Laser Flare - 10ptsSolar Flare10pts

    Shimmershield10pts

    Tanglefoot Grenades - 20pts

    HQ

    Options:

    May be equipped with one of the following:

    Swooping Hawk Wings - 15pts

    Warp Jump Generator - 20pts

    Eldar Jetbike30pts

    A single Autarch may replace Master

    Strategist with one of the following special

    rules:The Swordwind

    Swift Strike

    Shadows and Dust

    Seer Strike Force

    Ghost Warriors

    Armoured Consort

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    Striking Scorpions 95pts

    WS BS S T W I A Ld Sv

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

    Striking Scorpion Exarch 5 5 3 3 1 6 2 9 3+

    Unit Composition:

    4 Striking Scorpions & Striking Scorpion Exarch

    Unit Type:

    Infantry

    Wargear:

    Scorpion Chainsword, Shuriken Pistol, Plasma

    Grenades, Mandiblasters, Heavy Aspect

    Warrior Armour

    Special Rules:

    Fleet, Infiltrate, Move through Cover

    Dedicated Transport:

    May select a Wave Serpent

    (See page 27 for points cost)

    Options:

    May include up to 5 additional Striking Scorpions:

    16pts per model.

    The Exarch may replace his Shuriken Pistol with:

    Scorpions Claw15pts

    The Exarch may replace his Scorpion Chainsword with:

    Biting Blade10pts

    The Exarch may replace his Scorpion Chainsword and

    Shuriken Pistol with:

    Chain Sabres5pts

    The Exarch may select the following Exarch Powers:

    Shadowstrike 10pts

    Hunter 10pts

    Elites

    Options:

    The entire unit may be equipped with:

    Haywire Grenades2pts (each)

    Web Beacon - 5pts

    Webway Translator - 10pts

    Exarch Powers Striking Scorpions

    Shadowstrike:

    The Exarch and the unit benefit from the

    Stealth special rule.

    Hunter:

    All wounds caused by the Exarch that phase

    may be allocated - by the Exarchs controlling

    player - to models who have the same stat line/

    a single wound group within that enemy unit.

    This applies to both shooting and close combat.

    For example, if the exarch inflicts any wounds

    upon a Necron Warrior unit led by a Cryptek

    and Necron Overlord, these wounds may all be

    allocated to the Warriors, or the Cryptek, or the

    Overlord.

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    Howling Banshees 95pts

    WS BS S T W I A Ld Sv

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

    Howling Banshee Exarch 5 5 3 3 1 6 2 9 3+

    Unit Composition:

    4 Howling Banshees & Howling Banshee Exarch

    Unit Type:

    Infantry

    Wargear:

    Power Weapon, Shuriken Pistol, Banshee Mask,

    Aspect Warrior Armour

    Special Rules:Eldar Fleet, Hell Hath No Fury*

    Dedicated Transport:

    May select a Wave Serpent

    (See page 27 for points cost)

    Options:

    May include up to 5 additional Howling Banshees:

    16pts per model.

    The Exarch may replace her Shuriken Pistol and Power

    Weapon with:

    Mirrorswords10pts

    Executioner10pts

    The Exarch may replace her Shuriken Pistol with:Triskele5pts

    The Exarch may select the following Exarch Powers:

    Warshout 5pts

    Acrobatic 15pts

    Elites

    *Hell Hath No Fury

    Howling Banshees inflict -1Ld and -1WS against

    any enemy unit the Howling Banshees charge.

    This lasts for the duration of the Eldar players

    turn and may only stack with leadership

    modifiers caused by combat resolution.

    Note: As ever, profiles cannot be reduced to less

    than 1, even if combined with War Shout.

    Options:

    The entire unit may be equipped with:

    Haywire Grenades2pts (each)

    Web Beacon - 5pts

    Webway Translator - 10pts

    Exarch Powers Howling Banshees

    War Shout:

    On the turn that the Howling Banshees charge, any enemy

    units in combat with them must pass a leadership test or bereduced to WS1 for the duration of that assault phase.

    Note: This leadership test would be taken at -1Ld due to Hell

    Hath No Fury

    Acrobatic:

    This unit may assault from a vehicle that has moved at Cruising

    Speed or less. However, if they do so this unit may only assault

    2D6 "(selecting the highest), rather than the usual 6.

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    Fire Dragons 95pts

    WS BS S T W I A Ld Sv

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

    Fire Dragon Exarch 5 5 3 3 1 6 2 9 3+

    Unit Composition:

    4 Fire Dragons & Fire Dragon Exarch

    Unit Type:

    Infantry

    Wargear:

    Fusion Gun, Melta Bombs, Aspect Warrior

    Armour

    Special Rules:Eldar Fleet

    Dedicated Transport:

    May select a Wave Serpent

    (See page 27 for points cost)

    Options:

    May include up to 5 additional Fire Dragons:

    16pts per model.

    The Exarch may replace his Fusion Gun with:

    Dragons Breath Flamer Free

    Firepike10pts

    The Exarch may select:

    Power Weapon10pts

    The Exarch may select the following Exarch Powers:

    Crack Shot 5pts

    Tank Hunters 10pts

    Elites

    Options:

    The entire unit may be equipped with:

    Haywire Grenades2pts (each)

    Web Beacon - 5pts

    Webway Translator - 10pts

    A single unit of Fire Dragons in the army

    may be upgraded to Crystal Dragons for

    free, replacing their Fusion Gun with a

    Flamer and gaining Crystalline Armour

    Exarch Powers Fire Dragons

    Tank Hunters:

    The Exarch and his unit benefits from the Tank

    Hunters special rule.

    Crack Shot:

    The Exarch may re-roll any failed to-wound roll

    and ignores cover saves when shooting.

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    Sundering Sentinels 81pts

    WS BS S T W I A Ld Sv

    Sundering Sentinel 4 4 3 3(4) 1 5 1 9 3+

    Sundering Sentinel Exarch 5 5 3 3(4) 1 6 2 9 3+

    Unit Composition:

    2 Sundering Sentinels & Sundering Sentinel

    Exarch

    Unit Type:

    Infantry

    Wargear:

    Shuriken Hip-Cannon, Slicing Orbs*,

    Linked Plate Armour*

    Special Rules:

    Fleet

    Dedicated Transport:

    May select a Wave Serpent

    (See page 27 for points cost)

    Options:

    May include up to 7 additional Sundering Sentinels:

    22pts per model.

    The Exarch may replace his Shuriken Hip-Cannon with:

    Broadblades5pts

    Executioner and Shuriken Pistol10pts

    The Exarch may select the following Exarch Powers:

    Crack Shot 10ptsShuriken Shower 10pts

    Elites

    *Slicing Orbs

    Once per game, during the owning players shooting phase,

    instead of the squad firing their weapons as a normal, their

    ranged attacks may be replaced by the following ranged attack:

    Range: 6 Strength: * AP: 6. Assault 1, large blast, one-use.

    *Any model under the blast marker is wounded on a 2+, this

    has no effect on vehicles.

    If a miss is rolled on the scatter dice, this attack only scattersD3 inches.

    If there are 10 models in the unit, then Slicing Orbs may be used

    twice instead of once; this can be in the same shooting phase.

    *Linked Plate Armour

    This confers +1 Toughness and a 3+ Armour Save, already

    included in their rofile.

    Options:

    The entire unit may be equipped with:

    Haywire Grenades2pts (each)

    Web Beacon - 5pts

    Webway Translator - 10pts

    Exarch Powers Sundering Sentinels

    Shuriken Shower:

    The Exarch and his unit may opt to fire their Shuriken Hip-

    Cannons as Heavy 5, instead of Assault 4, for the duration of

    that turn.

    Crack Shot:

    The Exarch may re-roll any failed to-wound roll and ignores

    cover saves when shooting.

    Originating from Craftworld Zandros, Sundering

    Sentinels are a relatively rare Aspect that

    embodies Kaela Mensha Khaine as an

    unrelenting force; their heavy Linked Plate

    Armour and deadly Shuriken weaponry

    unyielding in battle.

    As such, Sundering Sentinels typically operate in

    a defensive role, their Linked Plate Armour

    providing an impressive level of protection.Wielding the deadly Shuriken Hip Cannon - a

    lighter version of the notorious Shuriken Cannon

    - supported at the hip by their heavier armour,

    Sentinels excel at devastating enemy infantry

    whilst anchoring an Eldar battle line.

    Their signature attack however is the Slicing

    Orb; an incredibly efficient, self-propelled,

    Shuriken Grenade capable of slicing through

    flesh and bone as if it was parchment.

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    Wraithguard 114pts

    WS BS S T W I A Ld Sv

    Wraithguard 4 4 5 5 2 4 1 10 3+

    Warlock 4 4 3 3 1 4 2 9 4+

    Unit Composition:

    3 Wraithguard

    Unit Type:

    Infantry

    Wargear:

    Wraithcannon

    Special Rules:

    Fearless, Wraithsight*

    Dedicated Transport:

    May select a Wave Serpent

    (See page 27 for points cost)

    Options:

    May include up to 7 additional

    Wraithguard:

    38pts per model.

    Any Wraithguard may replace his

    Wraithcannon with a Wraithsword for free.

    The entire unit may be equipped with:

    Webway Translator - 10pts

    If a Wraithguard unit consists of 10

    Wraithguard and a Spiritseer (or Iyanna) then it

    may be taken as a troops choice.

    Elites

    Options:

    Way include a Warlock for 37pts.

    Who may replace his Witchblade with:

    Singing Spear3pts

    Power Weapon5pts

    Who may be upgraded to:

    Spiritseer5pts

    Warseer15pts

    Who may be equipped with:

    Rune of Enlightenment - 5pts

    Rune of Scoring - 5pts

    Siren Mirror - 10pts

    Rune of Anaris - 10pts

    Who must select one of the following Psychic Powers:

    Embolden

    Destructor

    Assail

    ExpediteEnhance

    Conceal

    The Warlock may be upgraded to Iyanna Arienal for 75pts,

    see overleaf.

    The Warlock comes equipped with Rune Armour,

    Witchblade, Shuriken Pistol and Plasma Grenades.

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    Iyanna Arienal, Angel of Iyanden +75pts, see Wraithguard entry

    WS BS S T W I A Ld Sv

    Iyanna Arienal 4 4 3 3 2 4 2 9 -

    WS BS S T W I A Ld Sv

    Althenian Fireblade 5 4 10 8 4 4 2(3) 10 3+/5+

    Unit Composition:

    1 (Unique) & Wraithguard Unit

    Unit Type:

    Infantry

    Wargear:

    Singing Spear, Ghosthelm, Plasma Grenades,

    Armour of Vaul*

    Special Rules:

    Eldar Fleet, Psyker, Spiritsire*, Empath*

    Elites

    *Armour of Vaul

    Instead of making a normal armour save, Iyanna must pass an

    unmodified leadership test in order to make a save against any

    wounds she suffers. If the test is failed, she suffers a wound as

    normal, if passed the wound is ignored.

    The Armour of Vaul can make saves against attacks that ignore

    normal armour saves; just like an invulnerable save.

    *Spiritsire

    Iyanna is able to cast two (separate) Psychic Powers per-turn

    and knows the Assail, Conceal, Destructor, Embolden, Enhance

    and Expedite [Warlock] psychic powers.

    *Empath

    Iyanna Arienal counts as both a Bonesinger and Spiritseer (see

    page 49), however the effects of Bonesinger can only apply to

    any units with the Wraithsight special rule, furthermore all

    Wraithguard in Iyannas unit, as well as those within 6, gain

    the benefits of Iyannas Bonesinger abilities.

    Options:

    If Iyanna Arienal is in the army, then

    Althenian Fireblade may be taken as an

    Elites Choice for 150pts, occupying no slot

    on the Force Organisation Chart, but

    otherwise counting as an Elites choice.

    (See below for Althenian Fireblades entry)

    Unit Composition:

    1 (Unique)

    Unit Type:

    Monstrous Creature

    Wargear:

    2 Dragons Breath Flamers, Shimmershield,

    Wraithsword (bonus Attack included above)

    Special Rules:

    Wraithsight, Iron Guardian*

    *Iron Guardian

    Althenian Fireblade and Iyanna may not move more than 6apart. Furthermore if Iyanna is engaged in close combat, then

    he too must join the assault if possible.

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    Harlequin Troupe 100pts

    WS BS S T W I A Ld Sv

    Harlequin 5 4 3 3 1 6 2 10 5+

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

    Unit Composition:

    5 Harlequins

    Unit Type:

    Infantry

    Wargear:

    Shuriken Pistol, Close Combat Weapon, Flip

    Belts*, Face of Fear*, Holo-suit*

    Special Rules:

    Eldar Fleet, Furious Charge, Hit and Run

    Options:

    May include up to 5 additional Harlequins:

    20pts per model.

    Any Harlequin may replace his Shuriken Pistol and/or Close

    Combat Weapon with:

    Harlequins Kiss 5pts

    Riveblades10pts

    Fusion Pistol10pts

    Neuro-Disruptor - 10pts

    The entire unit may be equipped with:

    Haywire Grenades2pts (each)

    Webway Translator - 10pts

    If the army includes a squad of Harlequins, then a single

    Harlequin Solitaire (see overleaf) may be included for

    140pts, occupying no space on the Force Organisation

    Chart, but otherwise counting as an Elites unit.

    Elites

    Options:

    One Harlequin may be upgraded to a

    Troupe Master for 20pts, replacing his

    Shuriken Pistol and Close Combat Weapon

    with a Harlequins Kiss and Power Weapon.

    One Harlequin may be upgraded to a

    Shadowseer for 35pts, becoming a Psykerequipped with the Veil of Tears psychic

    power.

    One in every five Harlequins may be

    upgraded to a Death Jester, equipped with a

    Shrieker Cannon*, for 10pts.

    *Face of Fear

    All enemy units engaged in close combat with a Harlequin

    Troupe (or Harlequin Solitaire) are at -1 Ld.

    *Shrieker Cannon

    A Shrieker Cannon has the same profile as a Shuriken Cannon,

    but its ranged attacks are poisoned (3+).

    *Holo-Suit

    A Holosuit confers a 5+ invulnerable save. Furthermore, a

    Holosuit inflicts a -1 to-hit modifier against any ranged or close

    combat attacks directed against the unit. This does not affect

    Ordnance, Barrage or Template weapons however.

    *Veil of Tears

    Veil of Tears is a psychic power which may be

    automatically cast without a psychic test; just

    like a Warlock psychic power.

    When cast, any enemy unit wishing to target

    the Shadowseer and the Harlequin unit must

    roll 2D6x2 to determine if they are within

    spotting distance.

    If the Harlequins are not within spotting range,

    then the enemy unit may not fire that turn.

    *Flip Belts

    Flip Belts enable Harlequins to ignore difficult terrain.

    Furthermore, they receive no initiative modifier for charging

    into terrain.

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    Harlequin Solitaire 140pts

    WS BS S T W I A Ld Sv

    Harlequin Solitaire 7 5 3 3 3 7 5 - 4+

    Unit Composition:1 (Unique)

    Unit Type:

    Infantry

    Wargear:

    Kiss of Death*, Solitaire-Holo-suit*, Flip Belts*,

    Face of Fear*

    Special Rules:

    Eldar Fleet, Fearless, Furious Charge, Hit and

    Run, Blazing Assault*, Soulless*

    Elites

    *Face of Fear

    All enemy units engaged in close combat with a

    Harlequin Troupe (or Harlequin Solitaire) are at

    -1 Ld.

    *Blazing Assault

    The Solitaire may assault 12, however rather than gaining +1

    attack for charging, a Solitaire gains an additional attack for

    each unused inch from the charge, to a maximum of 6.

    Therefore, if the Solitaire assaults 8, it gains 4 additional

    attacks for that close combat phase.

    *Soulless

    All enemy units within 6 of the solitaire are at

    -1Ld. (Note: that this can stack with a Face of Fear)

    Furthermore, a Solitaire cannot be affected or harmed by

    Psychic Powers of any form (including friendly) and Force

    Weapons count as normal Power Weapons against a Solitaire.

    A Solitaire is also immune to any attacks that require a

    Leadership characteristic (such as Neural Whips) and

    automatically passes any leadership test it must take.

    Finally a Solitaire always counts as under the effect of the Veil

    of Tears psychic power (see the Harlequin unit entry),

    although is not classed as a psyker and need not pass a psychic

    test. This cannot be nullified.

    *Kiss of Death

    The Kiss of Death are a pair of close combat

    weapons (additional attack included in profile)

    that may re-roll all to-wound rolls and benefit

    from the rending special rule, rending on a 5+.

    *Solitaire-Holo-Suit

    A Solitaire-Holo-Suit is a Holo-Suit that confers

    a 4+ invulnerable save, rather than the usual 5+

    invulnerable save.

    *Flip Belts

    Flip Belts enable Harlequins to ignore difficult

    terrain. Furthermore, they receive no initiative

    modifier for charging into terrain.

    Options:

    The Harlequin Solitaire may be equipped

    with:

    Webway Translator - 10pts

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    Dire Avengers 70pts

    WS BS S T W I A Ld Sv

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

    Dire Avenger Exarch 5 5 3 3 1 6 2 9 3+

    Unit Composition:

    4 Dire Avengers & Dire Avenger Exarch

    Unit Type:

    Infantry

    Wargear:

    Avenger Shuriken Catapult, Mind Link, Shuriken

    Pistol, Close Combat Weapon, Plasma

    Grenades, Aspect Warrior Armour

    Special Rules:

    Eldar Fleet

    Dedicated Transport:

    May select a Wave Serpent

    (See page 27 for points cost)

    Options:

    May include up to 5 additional Dire Avengers:

    11pts per model.

    The Exarch:

    May replace his Avenger Shuriken Catapult and Shuriken

    Pistol with:

    Exarch Twin Avenger Shuriken Catapults5pts

    May replace his Close Combat Weapon with:Diresword and Shuriken Pistol10pts

    May replace his Shuriken Pistol with:

    Power Weapon and Shimmershield15pts

    The Exarch may select the following Exarch Powers:

    Defend 10pts

    Bladestorm 15pts

    Troops

    Options:

    The entire unit may be equipped with:

    Haywire Grenades2pts (each)

    Web Beacon - 5ptsWebway Translator - 10pts

    Exarch Powers Dire Avengers

    Blade Storm:

    The Exarch and his squad may choose to add 1

    to the number of shots they fire that turn with

    any Avenger Shuriken Catapult, Shuriken Pistol,

    Shuriken Catapult or Exarch Twin Avenger

    Shuriken Catapults.

    If they do, they may not fire in the subsequent

    Eldar shooting phase.

    Defend:

    Enemy models directing their attacks at the

    Dire Avenger unit lose one attack for the

    duration of that combat (to a minimum of 1).

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    Rangers 90pts

    WS BS S T W I A Ld Sv

    Ranger 3 4 3 3 1 4 1 8 5+

    Unit Composition:

    5 Rangers

    Unit Type:

    Infantry

    Wargear:

    Ranger Long Rifle, Shuriken Pistol, Web Beacon,

    Ranger Bodysuit

    Special Rules:

    Eldar Fleet, Move through Cover, Stealth,

    Infiltrate, Path of the Outcast*

    Options:

    May include up to 5 additional Rangers:

    18pts per model.

    One in every five models may replace his Ranger Long Rifle

    with:

    Star Rifle15pts

    Troops

    *Path of the Outcast

    Any Rangers cover save is improved by +2, rather than the usual+1 bonus conferred by Stealth; therefore a 5+ cover save would,

    for example, become a 3+ cover save.

    However, if a model fires a Star Rifle, they receive no cover

    bonus from Stealth or Path of the Outcast for that game turn.

    Furthermore, any shooting to-wound roll of 5+ counts as

    Rending, rather than the usual 6+. This only applies to wounds

    caused by a Ranger Long Rifle.

    Options:

    One Ranger may be upgraded to a

    Pathfinder, gaining the Pathfinder* special

    rule for 25pts.

    *Pathfinder

    Any wounds caused by a Pathfinders ranged attacks are

    allocated by the Pathfinders owning player; therefore allowing

    a Pathfinder to target a specific model within an enemy unit,

    providing it is in line of sight of the Pathfinder.

    Furthermore, cover saves may not be taken against any wounds

    caused by a Pathfinders ranged attacks.

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    Guardian Defender Squad 70pts

    WS BS S T W I A Ld Sv

    Guardian 3 3 3 3 1 4 1 8 5+

    Warlock 4 4 3 3 1 4 2 9 4+

    Unit Composition:

    10 Guardians & Heavy Weapon Platform*

    Unit Type:

    Infantry

    Wargear:

    Shuriken Catapult, Plasma Grenades, Guardian

    Mesh Armour, the Heavy Weapon Platform* is

    equipped with a Shuriken Cannon

    Special Rules:

    Eldar Fleet

    Dedicated Transport:

    May select a Wave Serpent

    (See page 27 for points cost)

    Options:

    One Guardian may be replaced by a Warlock for 30pts.

    Who may replace his Witchblade with:

    Singing Spear3pts

    Power Weapon5pts

    Who may be upgraded to:

    Spiritseer5pts

    Warseer15pts

    Who may be equipped with:

    Rune of Enlightenment - 5pts

    Rune of Scoring - 5pts

    Siren Mirror - 10pts

    Rune of Anaris - 10pts

    Who must select one of the following Psychic Powers:

    Embolden

    Destructor

    Assail

    ExpediteEnhance

    Conceal

    The Warlock comes equipped with Rune Armour,

    Witchblade, Shuriken Pistol and Plasma Grenades.

    Troops

    *Heavy Weapon Platform

    A single Guardian within the unit within 2 of it may fire theHeavy Weapon Platform instead of his own weapon, tracing line

    of sight from the Heavy Weapon Platform itself.

    The Heavy Weapon Platform counts as an Assault Weapon

    under all circumstances and may be embarked upon a

    transport, occupying no transport spaces.

    The Heavy Weapon Platform must remain within Unit

    Coherency at all times and cannot be destroyed; it effectively

    acts as a marker for the weapon it mounts.

    May include up to 10 additional Guardians:

    7pts per model.

    The Heavy Weapon Platforms Shuriken

    Cannon may be replaced by one of the

    following:

    Scatter Laser10pts

    Star Cannon10pts

    Missile Launcher15pts

    Bright Lance20pts

    The entire unit may be equipped with:

    Haywire Grenades2pts (each)

    Web Beacon - 5pts

    Webway Translator - 10pts

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    Guardian Storm Squad 60pts

    WS BS S T W I A Ld Sv

    Guardian 3 3 3 3 1 4 1 8 5+

    Warlock 4 4 3 3 1 4 2 9 4+

    Unit Composition:

    10 Guardians

    Unit Type:

    Infantry

    Wargear:

    Shuriken Pistol, Close Combat Weapon, Plasma

    Grenades, Guardian Mesh Armour

    Special Rules:Eldar Fleet

    Dedicated Transport:

    May select a Wave Serpent

    (See page 27 for points cost)

    Options:

    One Guardian may be replaced by a Warlock for 30pts.

    Who may replace his Witchblade with:

    Singing Spear3pts

    Power Weapon5pts

    Who may be upgraded to:

    Spiritseer5pts

    Warseer15pts

    Who may be equipped with:

    Rune of Enlightenment - 5pts

    Rune of Scoring - 5pts

    Siren Mirror - 10pts

    Rune of Anaris - 10pts

    Who must select one of the following Psychic Powers:

    Embolden

    Destructor

    Assail

    ExpediteEnhance

    Conceal

    The Warlock comes equipped with Rune Armour,

    Witchblade, Shuriken Pistol and Plasma Grenades.

    Troops

    Options:

    May include up to 10 additional Guardians:

    6pts per model.

    Two Storm Guardians may replace hisShuriken Pistol with:

    Flamer5pts

    Fusion Gun8pts

    Alternatively, two Storm Guardians may

    replace his Close Combat Weapon with:

    Power Weapon10pts

    If the squad consists of 20 Storm Guardians

    then a third model may select one of the

    above options for their listed cost.

    The entire unit may be equipped with:

    Haywire Grenades2pts (each)

    Web Beacon - 5pts

    Webway Translator - 10pts

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    Guardian Jetbike Squadron 60pts

    WS BS S T W I A Ld Sv

    Guardian Jetbiker 3 3 3 3(4) 1 4 1 8 3+

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

    Unit Composition:

    3 Guardian Jetbikers

    Unit Type:

    Bikes (Eldar Jetbike)

    Wargear:

    Eldar Jetbike (incorporating twin-linked

    shuriken catapults), Guardian Mesh Armour

    Special Rules:Scouts

    Options:

    One Guardian Jetbiker may be replaced by a Warlock for

    40pts.

    Who may replace his Witchblade with:

    Singing Spear3pts

    Power Weapon5pts

    Who may be upgraded to:

    Spiritseer5pts

    Warseer15pts

    Who may be equipped with:

    Rune of Enlightenment - 5pts

    Rune of Scoring - 5pts

    Siren Mirror - 10pts

    Rune of Anaris - 10pts

    Who must select one of the following Psychic Powers:

    Embolden

    Destructor

    AssailExpedite

    Enhance

    Conceal

    The Warlock comes equipped with Rune Armour, Eldar

    Jetbike, Witchblade, Shuriken Pistol and Plasma Grenades.

    Troops

    Options:

    May include up to 9 additional Guardian

    Jetbikers:

    20pts per model.

    For every 3 models in the unit, a Guardian

    Jetbiker may replace his twin-linked

    Shuriken Catapults with:

    Shuriken Cannon10pts

    Twin-linked Star Rifle20pts

    The entire unit may be equipped with:

    Web Beacon - 5pts

    Webway Translator - 10pts

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    Wave Serpent 90pts

    BS FA SA RA

    Wave Serpent 3 12 12 10

    Unit Composition:

    1 Wave Serpent

    Unit Type:

    Vehicle (Fast, Skimmer)

    Wargear:

    Twin-linked Shuriken Cannon, Twin-linked

    Shuriken Catapults

    Transport Capacity:

    12 (Wraithguard count as two models)

    Special Rules:

    Energy Field*

    Options:

    May select any of the following upgrades:

    Power Diversion Matrix 5pts

    Repulsor Field 10pts

    Spirit Stones 10pts

    Targetting Beacon10pts

    Vectored Engines10pts

    Star Engines 15pts

    Dedicated Transport

    Options:

    May replace its Twin-linked Shuriken

    Cannon with:

    Twin-linked Scatter Laser15pts

    Twin-linked Star Cannon15pts

    Twin-linked Eldar Missile Launcher20pts

    Twin-linked Bright Lance25pts

    May replace the Twin-linked Shuriken

    Catapults with:

    Shuriken Cannon10pts

    *Energy Field

    Any ranged attack against the Wave Serpents front or sidearmour with a strength of greater than eight counts as strength

    eight. Furthermore, any ranged attacks against the front or side

    armour may not roll more than one D6 for armour penetration;

    such as melta weapons. This does not affect rending weapons

    however.

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    Swooping Hawks 100pts

    WS BS S T W I A Ld Sv

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

    Swooping Hawk Exarch 5 5 3 3 1 6 2 9 3+

    Unit Composition:

    4 Swooping Hawks & Swooping Hawk Exarch

    Unit Type:

    Jump Infantry

    Wargear:

    Lasblaster, Haywire Grenades, Plasma

    Grenades, Swooping Hawk Grenade Pack*,

    Aspect Warrior Armour

    Special Rules:

    Eldar Fleet, Deep Strike, Skyleap*

    Options:

    The Exarch may replace his Lasblaster with:

    Sunrifle10pts

    Hawks Talon10pts

    The Exarch may be equipped with:

    Power Weapon10pts

    The Exarch may select the following Exarch Powers:

    Intercept 10ptsMark of Guilt 10pts

    Fast Attack

    *Skyleap

    During the Assault Phase - instead of making an assault or Eldar

    Fleet move - the Swooping Hawk unit can be removed from

    play and placed into reserve, automatically arriving from

    reserve via Deep Strike the following turn.

    Swooping Hawks may not Skyleap if locked in close combat and

    cannot Skyleap on the same turn they arrive from reserves.

    Options:

    May include up to 5 additional Swooping

    Hawks:

    17pts per model.

    The entire unit may be equipped with:

    Web Beacon - 5pts

    Webway Translator - 5pts

    Exarch Powers Swooping Hawks

    Intercept:

    When attacking a vehicle in close combat, this

    unit always hit a vehicle that does not have a

    weapon skill on a 4+ or better. Additionally, any

    glancing or penetrating hits caused by Haywire

    Grenades from a Swooping Hawk unit with

    Intercept counts as AP1.

    Mark of Guilt:

    Nominate a single enemy unit before

    deployment; this Swooping Hawk unit may re-

    roll any shooting to-hit roll against this unit for

    the duration of the game.

    *Swooping Hawk Grenade PackWhen a Swooping Hawk unit enters play via deepstrike

    (including Skyleap) they may place a single large blast marker

    centred on any enemy model, anywhere on the table. Roll a

    scatter dice for this attack, if an arrow is rolled, the marker

    scatters D6 in the direction indicated.

    All enemy models under the large blast marker suffer a single

    Strength 4, AP5 hit.

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    Warp Spiders 120pts

    WS BS S T W I A Ld Sv

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

    Warp Spider Exarch 5 5 3 3 1 6 2 9 3+

    Unit Composition:

    4 Warp Spiders & Warp Spider Exarch

    Unit Type:

    Jump Infantry

    Wargear:

    Death Spinner, Warp Jump Generator, Plasma

    Grenades, Heavy Aspect Warrior Armour

    Special Rules:Fleet, Deep Strike

    Options:

    The Exarch may replace his Death Spinner with:

    Spinneret Rifle10pts

    The Exarch may be equipped with:

    Exarch Twin Death Spinners10pts

    Power Blades10pts

    The Exarch may select the following Exarch Powers:

    White Guardians 10ptsWithdraw 10pts

    Fast Attack

    Options:

    May include up to 5 additional Warp

    Spiders:

    21pts per model.

    The entire unit may be equipped with:

    Haywire Grenades2pts (each)

    Web Beacon - 5pts

    Exarch Powers Warp Spiders

    Withdraw:

    The Exarch and his unit benefit from the Hit and Run special

    rule.

    White Guardians:

    The Warp Spiders may re-roll any failed to-wound roll when

    targeting a unit that contains a Psyker.

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    Shining Spears 90pts

    WS BS S T W I A Ld Sv

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

    Shining Spear Exarch 5 5 3 3(4) 1 6 2 9 3+

    Unit Composition:

    2 Shining Spears & Shining Spear Exarch

    Unit Type:

    Bikes (Eldar Jetbike)

    Wargear:

    Laser Lance, Eldar Jetbike (incorporating twin-

    linked shuriken catapults), Heavy Aspect

    Warrior Armour

    Special Rules:

    Hit and Run

    Options:

    The Exarch may replace his Laser Lance with:

    Power WeaponFree

    Star Lance15pts

    The Exarch may select the following Exarch Powers:

    Skilled Riders 5pts

    Tank Hunters 15pts

    Fast Attack

    Options:

    May include up to 7 additional Shining

    Spears:

    25pts per model.

    One in every three Shining Spears may

    replace his twin-linked Shuriken Catapults

    with:

    Shuriken Cannon10pts

    The entire unit may be equipped with:

    Web Beacon - 5pts

    Webway Translator - 10pts

    Exarch Powers Shining Spears

    Tank Hunters:

    The Exarch and his unit benefits from the Tank

    Hunters special rule.

    Skilled Riders:

    The Exarch and his unit have the Skilled Rider

    special rule.

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    Vyper Squadron 50pts

    BS FA SA RA

    Vyper 3 10 10 10

    Unit Composition:

    1 Vyper

    Unit Type:

    Vehicle (Fast, Skimmer, Open-topped)

    Wargear:

    Shuriken Cannon, Twin-linked Shuriken

    Catapults

    Special Rules:

    Crystal Targeting Matrix*

    Options:

    Each Vyper may replace its Shuriken Cannon with:

    Scatter Laser10pts

    Star Cannon10pts

    Eldar Missile Launcher15pts

    Bright Lance20pts

    Each Vyper may select any of the following upgrades:

    Power Diversion Matrix 5pts

    Repulsor Field 10pts

    Spirit Stones 10ptsStar Engines 10pts

    Targetting Beacon10pts

    Vectored Engines10pts

    Holo-fields 20pts

    Fast Attack

    Options:

    May add up to 2 additional Vypers to the

    squadron:

    50pts per model.

    May replace the Twin-linked Shuriken

    Catapults with:

    Shuriken Cannon10pts

    Each Vyper may be equipped with:

    Webway Translator - 5pts

    *Crystal Targeting Matrix

    Vypers may move an additional 6 in the assault phase,

    providing they have moved no more than 6 already that turn.

    To use the Crystal Targeting Matrix, the Vyper will count as

    moving at Cruising Speed.This acts much like the Eldar Jetbike and follows all usual

    movement restrictions; therefore this move may not be made if

    the Vyper is stunned etc.

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    Shadow Asp 75pts

    BS FA SA RA

    Shadow Asp 3 11 11 10

    Unit Composition:

    1 Shadow Asp

    Unit Type:

    Vehicle (Fast, Skimmer)

    Wargear:

    Twin-linked Shadow Weaver, Twin-linked

    Shuriken Catapults

    Special Rules:

    Shadow Stalker*

    Options:

    The twin-linked Shadow Weaver may be replaced with:

    Twin-linked Vibro Cannon20pts

    A Twin-linked Vibro Cannon may re-roll the D6 to determine

    the number of hits, selecting the highest result.

    Twin-linked D-Cannon25pts

    Twin-linked Nova Lance25pts

    The Shadow Asp may select any of the following upgrades:

    Power Diversion Matrix 5pts

    Repulsor Field 5ptsSpirit Stones 10pts

    Star Engines 10pts

    Targetting Beacon10pts

    Vectored Engines15pts

    Holo-fields 25pts

    Fast Attack

    Options:

    May replace the Twin-linked Shuriken

    Catapults with:

    Shuriken Cannon10pts

    *Shadow Stalker

    Equipped with a sophisticated Stealth Field, a Shadow Asp can

    conceal itself from enemies in lieu of shooting; allowing it to

    relocate to better target or escape the enemy.

    If a Shadow Asp doesnt fire any of its weapons or move more

    than 12, then any unit wishing to target the Shadow Asp must

    pass a night-fighting test in order to be able to target the

    Shadow Asp, lasting until the next Eldar turn. This test cannot

    be affected by wargear such as Searchlights.

    The Shadow Asp appears to be a relatively

    recent addition to the Eldar arsenal. Usually

    used in two roles; for rapid redeployment of

    heavy weapons or to launch ambushes.

    Less durable than the Eldar main battle tanks,

    Asps bolster Eldar lines, supporting critical or

    weakened points in the Eldar forces by rapidly

    repositioning heavy weapons and artillery, or

    supporting the advance of Eldar forces.

    More than once Imperial troops have advanced,

    unaware of the tanks hidden alongside their

    own advancing forces or Eldar flanks, the Asps

    revealing themselves only to strike at the

    attackers, using devastating weaponry such as

    Distortion Cannons before slipping back into the

    shadows.

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    Support Weapon Battery 20pts

    WS BS S T W I A Ld Sv

    Guardian 3 3 3 3 1 4 1 8 5+

    Warlock 4 4 3 3 1 4 2 9 4+

    Unit Composition:

    1 Support Weapon Platform.

    2 Guardians crew each Support Weapon

    Platform

    Up to three Support Weapon Battery units

    (consisting of 1-3 platforms) may be included in

    a single Force Organisation/Heavy Support Slot,

    each unit counting as a separate Kill Point as

    normal.

    Unit Type:

    Artillery

    Wargear:

    The Support Weapon Platform is armed with

    one of the weapons chosen from the list

    opposite.

    Each Guardian is equipped with a Shuriken

    Catapult, Plasma Grenades and Guardian Mesh

    Armour

    Special Rules:Cloaking Field*

    Options:

    May include a Warlock for 35pts.

    Who may replace his Witchblade with:

    Singing Spear3pts

    Power Weapon5pts

    Who may be upgraded to:

    Spiritseer5pts

    Warseer15pts

    Who may be equipped with:

    Rune of Enlightenment - 5pts

    Rune of Scoring - 5pts

    Siren Mirror - 10pts

    Rune of Anaris - 10pts

    Who must select one of the following Psychic Powers:

    Embolden

    Destructor

    Assail

    ExpediteEnhance

    Conceal

    The Warlock comes equipped with Rune Armour,

    Witchblade, Shuriken Pistol and Plasma Grenades.

    Heavy Support

    *Cloaking Field

    Support Weapon Batteries (including the Guardians and

    Weapon Platform itself) have a 4+ cover save.

    Options:

    May include up to 2 additional Support

    Weapon Platforms:

    20pts per model.

    All Support Weapon Platforms within the

    unit MUST be armed with one of the

    following, each platform must be armed

    with the same weapon:Shadow Weaver10pts

    D-Cannon25pts

    Vibro Cannon25pts

    Nova Lance25pts

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    Dark Reapers 93pts

    WS BS S T W I A Ld Sv

    Dark Reaper 4 4 3 3 1 5 1 9 3+

    Dark Reaper Exarch 5 5 3 3 1 6 2 9 3+

    Unit Composition:

    2 Dark Reapers & Dark Reaper Exarch

    Unit Type:

    Infantry

    Wargear:

    Reaper Launcher, Mind Link, Heavy Aspect

    Warrior Armour

    Dedicated Transport:May select a Wave Serpent

    (See page 27 for points cost)

    Options:

    May include up to 2 additional Dark Reapers:

    26pts per model.

    The Exarch may replace his Reaper Launcher with:

    Eldar Missile Launcher10pts

    Tempest Launcher10pts

    The Exarch may select the following Exarch Powers:

    Shadow Strike 15ptsTank Hunters 20pts

    *Mind Link

    All Cover Saves made against shots from a Dark Reaper unit are

    reduced by 1. Therefore, a 4+ cover save would become a 5+

    cover save, for example.

    Heavy Support

    Options:

    The entire unit may be equipped with:

    Web Beacon - 5pts

    Webway Translator - 10pts

    Exarch Powers Dark Reapers

    Shadowstrike:

    The Exarch and the unit benefit from theStealth special rule.

    Tank Hunters:

    The Exarch and his unit benefits from the Tank

    Hunters special rule.

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    Falcon 120pts

    BS FA SA RA

    Falcon 4 12 12 10

    Unit Composition:

    1 Falcon

    Unit Type:

    Vehicle (Fast, Skimmer)

    Wargear:

    Pulse Laser, Twin-linked Shuriken Catapults

    The Falcons Pulse Laser always counts as a

    defensive weapon.

    Transport Capacity:6

    Options:

    The Falcon MUST select one of the following:

    Shuriken Cannon5pts

    Scatter Laser15pts

    Starcannon15pts

    Eldar Missile Launcher - 20pts

    Bright Lance25pts

    The Falcon may select any of the following upgrades:

    Power Diversion Matrix 5pts

    Repulsor Field 10ptsSpirit Stones 10pts

    Star Engines 10pts

    Targetting Beacon10pts

    Vectored Engines10pts

    Holo-fields 30pts

    Heavy Support

    One unit within the army, selected from the

    following list, may select a Falcon as a

    dedicated transport:

    Dire Avengers, Striking Scorpions, Howling

    Banshees, Fire Dragons, Sundering Sentinels,

    Dark Reapers, Wraithguard.

    Options:

    May replace the Twin-linked Shuriken

    Catapults with:

    Shuriken Cannon10pts

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    Fire Prism 125pts

    BS FA SA RA

    Fire Prism 4 12 12 10

    Night Spinner 120pts

    BS FA SA RA

    Night Spinner 4 12 12 10

    Unit Composition:

    1 Fire Prism

    Unit Type:

    Vehicle (Fast, Skimmer)

    Wargear:

    Prism Cannon*, Twin-linked Shuriken Catapults

    Options:

    The Fire Prism may select any of the following upgrades:

    Power Diversion Matrix 5pts

    Repulsor Field 10pts

    Spirit Stones 10pts

    Star Engines 10pts

    Targetting Beacon10pts

    Vectored Engines10pts

    Holo-fields 25pts

    Heavy Support

    Unit Composition:

    1 Night Spinner

    Unit Type:

    Vehicle (Fast, Skimmer)

    Wargear:

    Doomweaver, Twin-linked Shuriken Catapults

    Options:

    The Night Spinner may select any of the following upgrades:

    Power Diversion Matrix 5pts

    Repulsor Field 10pts

    Spirit Stones 10pts

    Star Engines 10pts

    Targetting Beacon10pts

    Vectored Engines10pts

    Holo-fields 25pts

    Heavy Support

    Options:

    May replace the Twin-linked Shuriken

    Catapults with:

    Shuriken Cannon10pts

    Options:

    May replace the Twin-linked Shuriken

    Catapults with:

    Shuriken Cannon10pts

    *Prism CannonThe Prism Cannon is a ranged weapon, as listed on page 39.

    Furthermore, if a Fire Prism has line of sight to other Fire

    Prism(s), then they may link their Prism Cannons, in the

    following manner:

    Choose one prism as the firer and the other(s) as the

    contributor; fire the Prism Cannon as normal from the firing Fire

    Prism. This shot is twin-linked and adds +1 strength and -1 AP

    for each contributing Fire Prism.

    Therefore if two Fire Prisms linked the focussed shot would be

    Str10, AP1 and the Dispersed Shot Str 6, AP3.

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    Wraithlord 100pts

    WS BS S T W I A Ld Sv

    Wraithlord 4 4 10 7 5 4 2 10 3+

    Unit Composition:

    1 Wraithlord

    Unit Type:

    Monstrous Creature

    Wargear:

    Two Shuriken Catapults

    Special Rules:

    Fearless, Wraithsight

    Options:

    The Wraithlord MUST select one of the following:

    Shuriken Cannon10pts

    Wraithsword 10pts

    Sentience Spear 10pts

    Scatter Laser20pts

    Star Cannon20pts

    Eldar Missile Launcher25pts

    Bright Lance30pts

    The Wraithlord may also select one of the following:

    Shuriken Cannon10pts

    Wraithsword 10pts

    Sentience Spear 10pts

    Scatter Laser20pts

    Star Cannon20pts

    Shimmer Shield20pts

    Eldar Missile Launcher25pts

    Bright Lance30pts

    Alternatively, instead of selecting any of the weapons from

    (both) the above lists, it may select one of the following:Shadow Weaver10pts

    Wraithsabres20pts

    D-Cannon 40pts

    Vibro Cannon 40pts

    Nova Lance40pts

    Heavy Support

    Options:

    The Wraithlord may replace its two

    Shuriken Catapults with:

    Two Flamers5pts

    Two Reaper Launchers20pts

    Two Wraithcannons20pts

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    War Walker Squadron 30pts

    WS BS S FA SA RA I A

    War Walker 3 3 6 10 10 10 4 2

    Unit Composition:

    1 War Walker

    Unit Type:

    Vehicle (Walker)

    Wargear:

    Two weapons selected from the list opposite

    Special Rules:

    Scout

    Options:

    Each War Walker must select any two of the following:

    Shuriken Cannon5pts

    Scatter Laser15pts

    Starcannon15pts

    Eldar Missile Launcher - 20pts

    Bright Lance25pts

    Each War Walker may select any of the following upgrades:

    Power Diversion Matrix 5pts

    Spirit Stones 5pts

    Targetting Beacon10pts

    Holo-fields 20pts

    Heavy Support

    Options:

    May add up to 2 additional War Walkers to

    the squadron:

    30pts per model.

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    Eldar Ranged Weaponry

    Range Strength AP Type

    Bright Lance 36 8 2 Heavy 1, Lance

    D-Cannon 24 X 1 Heavy 1, Large Blast, Ordnance, BarrageDistortion**

    D-Pistol 6 X 2 Assault 1, Distortion**

    Doom Weaver 12-72 6 6 Heavy 1, Large Blast, Barrage, Rending,

    Monofilament**

    Eldar Missile Launcher Krak Missile*

    Eldar Missile Launcher Plasma Missile*

    48

    48

    8

    4

    3

    5

    Heavy 1

    Heavy 1, Blast, Pinning

    Flamer Template 4 5 Assault 1

    Fusion Gun 12 8 1 Assault 1, Melta

    Fusion Pistol 6 8 1 Pistol, Melta

    Nova Lance 48 8 2 Heavy 1, Lance***

    Prism Cannon Focussed*

    Prism Cannon Dispersed*

    60

    60

    9

    5

    2

    4

    Heavy 1, Blast, Prism**

    Heavy 1, Large Blast, Prism**

    Pulse Laser 48 8 2 Heavy 2

    Ranger Long Rifle 36 X 6 Heavy 1, Sniper, Pinning

    Scatter Laser 36 6 6 Heavy 4

    Shadow Weaver 48 6 6 Heavy 1, Large Blast, Barrage,

    Monofilament**

    Shuriken Cannon 24 4 5 Assault 6

    Shuriken Catapult 18 3 5 Assault 3

    Shuriken Pistol 18 3 5 Pistol

    Star Rifle 36 7 3 Heavy 1, Rending

    Starcannon 36 7 2 Heavy 2

    Vibro Cannon 36 6 - Heavy 1, Sonic**

    Wraithcannon 18 X 1 Assault 1, Distortion**

    * Choose which mode of firing this weapon uses each time you fire it.

    **Distortion: Any model hit by a distortion weapon is wounded on a roll of 2+ and suffers instant death on a to-

    wound roll of 6 (regardless of its toughness value). Against targets with an armour value, distortion weapons roll a

    D6; inflicting a glancing hit on a roll of 3 or 4, and a penetrating hit on a roll of 5 or 6.

    **Monofilament: When a unit is wounded by a weapon with a monofilament rule, they count as in difficult terrain

    (or dangerous terrain if wounded by a Doom Weaver) for their subsequent movement phase or assault phase

    whichever the unit moves in first.

    **Prism: A Prism weapon always strikes at full-strength when targeting a vehicle.

    **Sonic:When firing a sonic weapon, draw a single 36 line (of a hairs width) from the weapon, all units (and

    vehicles) under this line suffer D6 hits. Vehicles always count as shaken if hit by a Sonic Weapon and all penetrating

    hits are counted as glancing hits instead (on top of the shaken result).

    *** The Nova Lance rolls 2D6 for armour penetration, selecting the highest.

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    Eldar Ranged Weaponry Aspect Temples Wargear

    Range Strength AP Type

    Avenger Shuriken Catapult 18 3 4 Assault 3

    Death Spinner 12 5 5 Assault 3, Monofilament**

    Dragons Breath Flamer Template 5 4 Assault 1

    Exarch Twin Death Spinners 12 5 5 Assault 5, Monofilament**

    Exarch Twin Avenger Shuriken Catapults 18 3 4 Assault 5

    Firepike 18 8 1 Assault 1, Melta

    Hawks Talon 18 4 3 Assault 3

    Lasblaster 18 3 3 Assault 2

    Laser Lance 6 6 3 Assault 1, Lance

    Reaper Launcher 48 6 3 Heavy 2

    Shuriken Hip-Cannon 24 4 5 Assault 4

    Spinneret Rifle 18 5 1 Assault 2

    Star Lance 6 8 3 Assault 1, Lance

    Sunrifle 18 3 3 Assault 5, Pinning

    Tempest Launcher 48 4 3 Heavy 2, Blast, Barrage

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    Farseer Psychic Powers

    Unless stated otherwise, Farseers do not require line of sight to their target and cast psychic powers as

    described in the Warhammer 40,000 rulebook, requiring a psychic test as normal.

    Amplify

    Cast at the beginning of the Eldar assault phase, if

    successful, this power allows a single Eldar unit

    within 12 to re-roll any roll of 1 during the

    Assault Phase, lasting the duration of that player

    turn.

    Doom

    The Farseer can nominate a non-vehicle enemy

    within 24. Any hits upon that unit may gain a re-

    roll to wound until the start of the next Eldar turn.

    Fog of War

    This power is cast during the models shooting

    phase, if successful, select a single enemy unit

    within 24.This units movement is reduced to

    D6 (or 2D6 if the unit type is Jump Infantry, Bike

    or Jetbike) and their assault distance also reduced

    to D6 (or 2D6 if the unit type is Beast or

    Cavalry). Furthermore, if attempting to target an

    Eldar unit in the shooting phase, their spottingdistance is reduced to 4D6, if the targeted

    models are not within this spotting range then

    they may not fire that turn.

    Fortune

    A single unit with a model within 6 of the Farseer

    may re-roll any failed save it makes, lasting until

    the next Eldar turn.

    GuideA single unit with a model within 6 of the Farseer

    counts all their ranged weapons as twin-linked for

    the duration of that turn.

    Mind WarThis Psychic Power is used in the shooting phase

    instead of firing a weapon. The Eldar player may

    target any enemy model within 18 of the Farseer

    and within line of sight (therefore models in

    vehicles are unaffected). This targeted model

    automatically suffers a wound (with an armour

    save allowed), furthermore both players roll a D6

    and add the result to the leadership of their

    respective models. For each point the Farseer

    wins by, the target loses an additional wound,

    with no armour, invulnerable or cover saves

    allowed against these additional wounds.

    Monstrous Creatures add +1 to their dice roll.

    Eldritch StormThis psychic power is used in the shooting phase

    instead of firing a weapon. The Eldar player gains

    the following Psychic Shooting attack, rolling to hit

    as normal: vehicles struck by this attack are spun

    around to face in the direction determined by the

    scatter dice (if a hit is rolled the Eldar player

    chooses their facing direction) and are struck at

    full strength (6) on their rear armour:

    Range: 36 Strength: 6 AP: 6. Assault 1, Large

    Blast, Pinning.

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    Warlock Psychic Powers

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

    Assail

    At the beginning of each assault phase, roll D6, ona 1-4 the Warlock gains +1 attack, on a 5-6, the

    Warlock gains +2 attacks, lasting for the duration

    of that assault phase.

    Conceal

    The Warlock and his unit have the Stealth special

    rule.

    Destructor

    Destructor is used in the shooting phase instead of

    firing a weapon, it is worked out like a normal

    shooting attack with the following profile:

    Range: Template Strength: 5 AP: 4. Assault 1.

    Embolden

    The Warlock and his squad may re-roll any failedleadership test.

    Enhance

    The Warlock and all models in the same unit as

    the Warlock gain +1 to their Weapon Skill and

    Initiative. Multiple enhance powers do not stack

    however.

    ExpediteThe Warlock and his unit gain the Move Through

    Cover special rule and each turn may add +D3

    (rolled each turn) to one of the following

    movements: Fleet, Eldar Fleet, Assault or Run.

    Multiple Expedite powers do not stack.

    Paths of the Seer

    Farseers and Warlocks can benefit from the following abilities, as listed in their unit entries.

    Battleseer

    If a Farseer is upgraded to a Battleseer, then they

    gain +2 attacks.

    Bonesinger

    If a Farseer is upgraded to a Bonesinger, then at

    the beginning of the Eldar turn, roll a D6 for each

    wounded Wraithguard or Wraithlord model within

    6. On a 6 that model regains a single wound (but

    may not exceed its original number of wounds).

    Furthermore, if the Bonesinger is in contact with a

    vehicle that has suffered a Weapon Destroyed or

    Immobilised result, instead of running or shootingduring the shooting phase, the Bonesinger may

    attempt to repair the vehicle; removing a single

    immobilised or weapon destroyed result on a D6

    roll of 4+. Repaired weapons may be fired on the

    subsequent turn.

    Spiritseer

    If a Warlock is upgraded to a Spiritseer, then the

    Wraithsight special rule is negated for any

    Wraithguard or Wraithlord unit within 12, rather

    than the usual 6.

    Warseer

    If a Warlock is upgraded to a Warseer, they gain

    +1 attack, +1 weapon skill and +1 initiative.

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    Wargear of the Witch Path

    Clarion Blade:

    A Clarion Blade is a Witchblade. Furthermore, for

    each enemy model killed in close combat by a

    Clarion Blade, the Farseer immediately gains the

    effects of a Laser Flare.

    Ghosthelm:

    If a model with a Ghosthelm suffers a Perils of the

    Warp attack, it is ignored on a D6 roll of 3+.

    Rune Armour:

    Rune Armour confers a 4+ invulnerable save.

    Rune of Anaris:

    A model with the Rune of Anaris may re-roll all to-

    hit rolls in close combat.

    Runes of Dawning:

    At the beginning of the Eldar player turn, the

    player may elect a single unit in reserve (each

    turn) to add +1 to their reserve roll. This may not

    stack with other modifiers.

    Runes of Emanation:

    A model with the Rune of Emanation may add 6

    to the range of a single psychic power per turn.

    Alternatively, it may add 6 to the range of the

    effects of the Rune of Warding.

    Rune of Enlightenment:

    A unit containing a model with the Rune of

    Enlightenment may add 2D6 to the spotting

    distance of hisand any unit hes attached to

    spotting distance during night-fighting.

    Rune of Immolation:

    A model with a Rune of Immolation may once

    per game automatically cast the Destructor

    [Warlock] psychic power. This may on top of any

    other powers cast that turn and does not require

    a psychic test. This may not be affected by the

    Runes of Emanation.

    Rune of Scoring:

    This models ranged weapons count as AP1. Note:

    this doesnt affect psychic powers.

    Runes of Warding:

    A model with Runes of Warding causes all enemy

    psykers within 24 to take psychic tests on 3D6.

    Note: If there is an enemy psyker within 24 with

    Runes of Warding, then both runes have no effect.

    Runes of Witnessing:

    A model with Runes of Witnessing may roll 3D6

    for psychic tests, discarding the highest roll.

    Singing Spear:

    A Singing Spear counts as a two-handed

    Witchblade, that may be used with the following

    ranged profile, like a Witchblade always wounding

    on a 2+ and striking vehicles at Strength 9:

    Range: 12 Strength: XAP: 6. Assault 1.

    Siren Mirror:

    Any Psychic Power targeted at a unit with a model

    holding a Siren Mirror is ignored on a D6 roll of 5+

    Spirit Stones:

    A model with Spirit Stones can cast an additional

    Psychic Power per-turn. This may not be the same

    psychic power as one already cast.

    N.B. Spirit Stones may be purchased twice to allow

    a Farseer to cast 2 additional powers; the number

    of spirit stones purchased should be listed in the

    army roster and is displayed by a number in

    brackets in the case of unique characters. E.g.

    Eldrad has 2 Spirit Stones, reflected as (2) Spirit

    Stones.

    Witchblade:

    See the Warhammer 40,000 Rulebook.

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    Eldar Armoury Close Combat Weapons

    Biting Blade:

    A Biting Blade is a two-handed Scorpion

    Chainsword that grants the model the Rending

    special rule for all attacks in close combat.

    Furthermore, for each successful to-hit roll with a

    Biting Blade, the model gains an additional attack

    for that close combat phase. These additional

    attacks cannot themselves confer further attacks.

    Broadblades:

    Broadblades are a pair of power weapons

    (therefore granting +1 attack) that may re-roll any

    failed to-wound roll.

    Chainsabres:

    A model with Chainsabres gains +1 attack and may

    re-roll all failed to-wound and to-hit rolls in close

    combat.

    Close Combat Weapon:

    See the Warhammer 40,000 Rulebook.

    Diresword:

    A Diresword is a power weapon. In addition, any

    model that suffers an unsaved wound from a

    Diresword must immediately pass a leadership

    test for each wound suffered or suffer instant

    death.

    Disruption Blade:

    A Disruption Blade is a power weapon,

    furthermore any successful invulnerable saves

    made against wounds caused by a Disruption

    Blade must be re-rolled.

    Executioner:

    An Executioner is a two-handed Power Weapon

    that grants +2 strength in close combat.

    Harlequins Kiss:

    A Harlequins Kiss is a close combat weapon that

    grants the model the Rending special rule for all

    attacks in close combat.

    Laser Lance:

    A model equipped with a Laser Lance counts as

    equipped with a Strength 6 power weapon when

    they charge/initiate an assault. Furthermore, it

    confers the following ranged profile:

    Range: 6 Strength: 6 AP: 3. Assault 1, Lance

    Mirror Swords:

    Mirror Swords are a pair of power weapons that

    grant an additional attack (therefore granting +2

    attacks) and may re-roll any failed to-hit roll in

    close combat.

    Power Weapon:

    See the Warhammer 40,000 Rulebook.

    Powerblades:

    Powerblades confer +1 attack and ignore armour

    saves in close combat.

    Riveblades:

    A model with Riveblades gains +1 attack and may

    re-roll all failed to-wound rolls in close combat.

    Scorpions Chainsword:

    A Scorpions Chainsword is a close combat weaponthat grants +1 Strength to the models close

    combat attacks.

    Scorpions Claw:

    A Scorpions Claw is a power fist with an

    incorporated Shuriken Catapult.

    Sentience Spear:

    A Sentience Spear is a close combat weapon that

    grants +1 attack, furthermore any unsaved

    wounds caused by a Sentience Spear inflict instantdeath. A model equipped with a Sentience Spear

    cannot gain the +1 attack bonus for being

    equipped with two close combat weapons.

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    Spirit Caestus

    Spirit Caestus is a pair of close combat weapons

    (therefore granting +1 attack) that may re-roll any

    failed to-wound roll and benefits from the

    Rending special rule against any non-vehicle unit.

    Furthermore, Spirit Caestus rend on any to-hitroll AND (the usual) to-wound roll of 6.

    Star Lance:

    A model equipped with a Star Lance counts as

    equipped with a Strength 8 power weapon when

    they charge/initiate an assault. Furthermore, it

    confers the following ranged profile:

    Range: 6 Strength: 8 AP: 3. Assault 1, Lance

    Triskele:

    A Triskele is a close combat weapon that alsoconfers the following ranged attack:

    Range: 12 Strength: 3 AP: 2. Assault 3.

    Vibro-Spear:

    A Vibro-Spear is a two-handed power weapon that

    grants +1 strength and grants an additional attack

    for each successful to-hit roll. However, armour

    saves are allowed against these additional attacks,

    which themselves do not confer additional attacksfor a successful to-hit roll.

    Wraithsword:

    A Wraithsword is a power weapon that grants +1

    attack and may re-roll all failed to-hit rolls in close

    combat. A model equipped with Wraithswords

    cannot gain the +1 attack bonus for being

    equipped with two close combat weapons.

    Wraithsabres:

    Wraithsabres count as a pair of close combatweapons (granting +1 attack). Furthermore, each

    combat phase, a model with Wraithsabres may

    sacrifice a point of strength for +1 attack. The

    model may exchange any number of points of

    strength, to a minimum of Strength 5, lasting for

    the duration of that combat.

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    Eldar Armoury Eldar Wargear

    Aspect Warrior Armour

    Aspect Warrior Armour confers a 4+ armour save,

    or a 3+ armour save if worn by an Exarch.

    Additionally, units with Aspect Warrior Armour

    typically have Eldar Fleet.

    Autarch Armour

    Autarch Armour confers a 3+ armour save.

    Banshee Mask

    A model with a Banshee Mask is at initiative 10 in

    the first round of an assault and ignores all other

    initiative modifiers.

    Crystalline ArmourFlame/heat based template (not blast!) weapons

    cannot hurt a model in Crystalline Armour; such as

    Flamers, Heavy Flamers, Flamestorm Cannons,

    Hellfire Cannons, Hand Flamers, Scorchas,

    Burnas, Incinerators, Inferno Cannons, Dragons

    Breath Flamers etc.

    Furthermore, a model in Crystalline Armour gains

    a 3+ armour save.

    Eldar Jetbike

    A model with an Eldar Jetbike gains +1 toughness,a 3+ armour save and becomes the Bikes (Eldar

    Jetbike) unit type, as described in the Warhammer

    40,000 rulebook. Furthermore, Eldar Jetbikes

    come equipped with twin-linked Shuriken

    Catapults.

    Force Shield

    A Force Shield confers a 4+ invulnerable save to

    the wielder.

    Guardian Mesh Armour

    Guardian Mesh Armour confers a 5+ armour save.

    Haywire Grenades

    Haywire Grenades are used like normal grenades

    to attack vehicles. Roll a D6 for each hit scored

    and consult the following chart to determine its

    effects:

    1 No effect.

    2-5 Glancing hit.

    6 Penetrating hit.

    Heavy Aspect Warrior Armour

    Heavy Aspect Warrior Armour confers a 3+

    armour save. Additionally, units with Heavy

    Aspect Warrior Armour typically do not have Eldar

    Fleet.

    Laser Flare

    A Laser Flare may be used once per game in the

    owning players assault phase. When used, place a

    small blast over the model; all enemy (only)

    models under this blast suffer a single Str4 AP2

    hit, striking vehicles on their rear armour.

    Mandiblasters

    Any model equipped with Mandiblasters gains an

    additional attack.

    Meltabombs

    See the Warhammer 40,000 rulebook.

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    Mind Link

    All Cover Saves made against shots from a model

    equipped with a Mind Link are reduced by 1.

    Therefore, a 4+ cover save would become a 5+

    cover save, for example. If the targeted unit has a

    6+ cover save, then the cover save is removed.

    Neuro-disruptor

    In close combat, at the beginning of combat, after

    assault moves but before blows are struck, the

    Eldar player may nominate a single enemy model

    in the same combat as a model with a Neuro-

    disruptor; roll to-hit as if using a ranged weapon

    (therefore counting as ranged attack, although

    conducted in the assault phase), if the Neuro-

    disruptor hits, roll a D6 and consult the following

    chart:

    1-2: The targeted model is at -1 Initiative and

    Weapon Skill.

    3-4: The targeted model is at -1 Strength, Initiative

    and Weapon Skill.

    5-6: The targeted model is at -1 Strength,

    Initiative, Weapon Skill and suffers a single,

    automatic wound, with no saves allowed.

    Note: The initiative, weapon skill and strength

    modifiers last for the duration of that game turn

    and the effects of multiple Neuro-disruptorscannot stack on the same model.

    Plasma Grenades

    See the Warhammer 40,000 rulebook.

    Ranger Bodysuit

    A Ranger Bodysuit confers a 5+ armour save.

    Shimmershield

    A Shimmershield grants the model and any unit

    they are attached to a 5+ invulnerable save.

    Solar Flare

    A Solar Flare may be activated once per game at

    the beginning of either players shooting phase;

    when activated, all enemy units within 24

    targeting a unit with a Solar Flare are at -1BS.

    Swooping Hawk Wings

    A model with Swooping Hawk Wings becomes

    Jump Infantry.

    Tanglefoot Grenades

    Any enemy unit charged by a model equipped

    with Tanglefoot grenades are atD3 initiative and

    may not gain any bonuses from the counter-

    attack special rule. Furthermore, this (enemy)

    unit is hit on a 2+ in close combat. These effects

    last for the duration of that turn, does not stack if

    multiple Tanglefoot grenades are used and does

    not affect vehicles.

    Warp Jump Generator

    A model with a Warp Jump Generator becomes

    the Jump Infantry unit type, able to ignore the

    effects of moving through (but not finishing in)

    terrain. Furthermore, a model with a Warp Jump

    Generator may make an additional move in the

    assault phase if not locked in close combat: the

    unit may move D6 +6 in any direction, acting as

    Jump Infantry and able to move through

    impassable