Eldar Codex v.3

51
Codex: Eldar

Transcript of Eldar Codex v.3

Page 1: Eldar Codex v.3

Codex:

Eldar

Page 2: Eldar Codex v.3

Contents Page

Page 3 – Eldar Special Rules

Page 4 – Army List – HQ

Page 14 – Army List – Elites

Page 22 – Army List – Troops

Page 27 – Army List – Dedicated Transport

Page 28 – Army List – Fast Attack

Page 33 – Army List – Heavy Support

Page 39 –Eldar Ranged Weaponry

Page 40 –Eldar Ranged Weaponry: Aspect Warrior Temples

Page 41 –Farseer Psychic Powers

Page 42 – Warlock Psychic Powers and Paths of the Seer

Page 43 – Wargear of the Witch Path

Page 44 – Armoury – Eldar Close Combat Weapons

Page 46 – Armoury – Eldar Wargear

Page 48 – Armoury – Eldar Vehicle Armoury

Page 49 – Autarch Powers

Page 50 – Acknowledgments

Page 51 – Legal Stuff

Page 3: Eldar Codex v.3

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

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

40,000 rulebook.

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

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

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

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

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

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

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

described in the Warhammer 40,000 rulebook.

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

that can be moved in the assault phase via Eldar Fleet – unless specified otherwise – is 6”.

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

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

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

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

shoot or assault that turn. Furthermore, in assault they are automatically hit and strike at Initiative 1 and

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

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

no effect.

Page 4: Eldar Codex v.3

Eldrad Ulthran, Farseer of Ulthwe 220pts

WS BS S T W I A Ld Sv

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

Unit Composition: 1 (Unique)

Unit Type: Infantry

Wargear: Staff of Ulthamar*, Shuriken Pistol, Spirit Stones, Ghosthelm, Plasma Grenades, Rune Armour (confers a 3+ invulnerable save, included) Special Rules: Eldar Fleet, Independent Character, Psyker, Divination*, The Crystal Seer* Psychic Powers: Amplify, Doom, Eldritch Storm, Fortune, Guide, Fog of War, Mind War

HQ

*Staff of Ulthamar

The Staff of Ulthamar counts as a Witchblade.

Furthermore, each game turn the owning

player can opt for the Staff of Ulthamar to

either ignore armour saves in close combat, or

to allow Eldrad to cast an additional psychic

power; therefore allowing him to cast three

psychic powers per-turn. This third power may

be the same as one already cast that turn.

*Divination

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

to decide which player deploys first.

*The Crystal Seer

Eldrad counts as being equipped with the following runes:

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

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

Runes of Dawning.

Page 5: Eldar Codex v.3

Athairiel Mornynnstar, Battleseer of Biel-tan 160pts

WS BS S T W I A Ld Sv

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

Unit Composition: 1 (Unique)

Unit Type: Infantry

Wargear: Tempestiel Blades*, Runes of Warding, Runes of Witnessing, Rune of Anaris, Rune of Immolation, Spirit Stones, Ghosthelm, Plasma Grenades, Rune Armour (included) Special Rules: Eldar Fleet, Independent Character, Master Strategist, Psyker, Skein of Command*, Knowledge is Power* Psychic Powers: Mind War, Eldritch Storm, Guide, Amplify

HQ

*Tempestiel Blades

The Tempestiel Blades are a pair of

Witchblades (therefore conferring an additional

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

attack will ignore armour saves.

*Skein of Command

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

these powers may instead be cast upon a unit including an

Exarch, Warlock or HQ character.

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

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

usual.

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

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

Spirit Stones).

*Knowledge is Power

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

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

played.

Page 6: Eldar Codex v.3

Prince Yriel, Autarch of Iyanden 165pts

WS BS S T W I A Ld Sv

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

Unit Composition: 1 (Unique)

Unit Type: Infantry

Wargear: Twilight Spear*, Eye of Wrath*, Plasma Grenades, Haywire Grenades, Autarch Armour, Shield of Asuryan* (included) Special Rules: Eldar Fleet, Independent Character, Master Strategist, Ghost Warriors, Doomed*

HQ

*Twilight Spear

The Twilight Spear is a Singing Spear that ignores armour

saves; furthermore any model that suffers an unsaved wound

from the Twilight Spear must pass a strength test for each

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

is always a failure.

*Doomed

At the beginning of the owning players turn

Yriel must take a strength test, if unsuccessful

then Yriel must pass an invulnerable save

(therefore on a 3+) or lose 1 point of Strength.

If reduced to Str 0 then Yriel is removed from

play, counting as a Kill Point if applicable.

*Eye of Wrath

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

player’s choice) in base contact by 1 point of strength for the

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

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

be used once per game with the following profile:

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

*Shield of Asuryan

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

save and the effects of a Shimmershield; therefore granting

any unit he is with a 5+ invulnerable save.

Page 7: Eldar Codex v.3

Phoenix Lord 210pts (each)

WS BS S T W I A Ld Sv

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

Asurmen, the Hand of Asuryan

Jain Zar, the Storm of Silence

Unit Composition: 1 (Unique)

Unit Type: Infantry (Baharroth is Jump Infantry)

Special Rules: Eldar Fleet, Independent Character, Eternal Warrior, Fearless, Disciples*, Phoenix Reborn*

HQ

*Disciples

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

Lords disciples are Fearless. For example, ‘Disciples: Striking

Scorpions’ means that all Striking Scorpion units in that army

are Fearless.

Wargear: Wrist-mounted Avenger Shuriken Catapults (Counts as an Assault 4 Avenger Shuriken Catapult), Plasma Grenades, Haywire Grenades, Sword of Asur (A Diresword that may re-roll any failed to-wound roll and against which leadership tests must be taken on 3D6 when discerning instant death) Exarch Powers: Blade Storm & Defend Additional Special Rules: Battle Fate: (Asurmen and any Dire Avenger unit he has joined only have their armour save negated by weapons of lower (rather than equal) armour piercing; therefore AP4 has no effect. This only applies against ranged attacks) Disciples: Dire Avengers

Wargear: Banshee Mask, Executioner, Haywire Grenades, The Silent Death (A Triskele that strikes at Strength 5) Exarch Powers: Warshout and Acrobatic Additional Special Rules: Hell Hath No Fury*, Scream that Steals: (Jain Zar and any Howling Banshee unit she has joined have the Furious Charge special rule) Disciples: Howling Banshees

The Wargear and Individual Abilties of the Phoenix Lords are listed on the following pages; all Phoenix Lords also share the above profile and special rules, as well as benefitting from the Wargear and Special Rules listed in their individual entries. One of each Phoenix Lord may be included in an army, only ever occupying a single Force Organisation Chart slot (in total), although counting as separate Kill Points.

*Phoenix Reborn

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

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

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

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

Exarch with the Phoenix Lord, who will return to play –

counting as joined to that Exarch’s unit - with one wound

remaining. The Phoenix Lord may act as normal after being

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

have 0 wounds remaining at the end of the game.

Page 8: Eldar Codex v.3

Baharroth, the Cry of the Wind

Karandras, the Shadow Hunter

Fuegan, the Burning Lance

Maugan Ra, the Harvester of Souls

Wargear: Swooping Hawk Wings, Power Weapon, Haywire Grenades, Plasma Grenades, Swooping Hawks Grenade Pack, Hawk’s Claw (confers the following ranged profile; Range: 18” – Strength: 5 – AP: 5. Assault 6, Pinning) Exarch Powers: Intercept, Mark of Guilt Additional Special Rules: Furious Angels: (Baharroth and any Swooping Hawk unit he has joined do not scatter when arriving from Deepstrike and may perform a Skyleap even if in assault. If they do so, the enemy may consolidate 3”.) Disciples: Swooping Hawks

Wargear: Crystalline Armour, Meltabombs, Plasma Grenades, Firepike, the Fire Axe (Power Weapon that confers +2 Strength and an additional D6 for armour penetration) Exarch Powers: Crack Shot, Tank Hunter Additional Special Rules: Colds Bane: (Fuegan and any Fire Dragon unit he has joined gain the Feel No Pain special rule) Disciples: Fire Dragons

Wargear: Biting Blade, Scorpion’s Claw, Plasma Grenades, Haywire Grenades, The Scorpion’s Bite (Mandiblasters that confer 2 additional attacks, instead of the usual 1) Exarch Powers: Stalker, Hunters Additional Special Rules: Infiltrate, Move Through Cover, The Hidden Death: (Karandras and any Striking Scorpion unit he has joined may arrive from reserves by deep striking into area terrain. If they do so, they do not mishap, do not scatter and do not take a dangerous terrain test. Furthermore, if they do so they may assault on the turn they arrive, but may not run in the shooting phase. Alternatively, if arriving via outflank, Karandras and any Striking Scorpion unit he has joined may choose which board edge they arrive from). Disciples: Striking Scorpions

Wargear: Plasma Grenades, Haywire Grenades, The Maugetar (confers the following ranged profile: Range: 36” – Strength: 5 – AP: 4. Assault 6, Rending) Exarch Powers: Crack Shot, Fast Shot Additional Special Rules: The Touch of Death: (Enemy units that are forced to take a Leadership Test as a result of Maugan Ra’s (and any Dark Reaper unit’s he may have joined) shooting must do so with an additional -1 leadership modifier) Disciples: Dark Reapers

Page 9: Eldar Codex v.3

Kirahnna, The Lights Embrace

n Ra, the HarvKaelis, The Lights Embrace

n Ra,

Tamarelle’Eve, The Fury of the Phoenix

Wargear: Plasma Grenades, Haywire Grenades, Warp Jump Generator, Fates Mercy (Power Weapon that grant D3 additional attacks), The Thread Splitter (confers the following ranged profile; Range: 12” – Strength: 5 – AP: -. Assault 5, Rending, Monofilament) Exarch Powers: Hit and Run, Hunters Additional Special Rules: Veiled Assault: (Kirahnna and any unit of Warp Spiders she may have joined may re-roll the dice when performing their Warp Jump Generator move in the assault phase. Furthermore, any enemy unit that would count as in difficult terrain from their shooting instead counts as in dangerous terrain) Disciples: Warp Spiders

Wargear: Plasma Grenades, Haywire Grenades, Eldar Jetbike (with an under-slung Shuriken Cannon), Stars Touch (a Star Lance that acts as a Power Weapon in subsequent turns of close combat) Exarch Powers: Skilled Riders, Tank Hunters Additional Special Rules: Hit and Run, Burning Fist: (Tamarelle’Eve and any unit of Shining Spears he may have joined gain +2 (rather than the usual +1) attacks when they charge.) Disciples: Shining Spears

Page 10: Eldar Codex v.3

Avatar of Khaine 220pts

WS BS S T W I A Ld Sv

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

Unit Composition: 1 (Unique)

Unit Type: Monstrous Creature

Wargear: Wailing Doom* Special Rules: Fearless, Feel No Pain, Eternal Warrior Daemon*, Inspiring*, Molten Body*, God of War*

HQ

*Wailing Doom

During the owning players shooting phase, the

Eldar player may choose for the Avatar to gain

an additional attack (lasting until the Avatar’s

following shooting phase), or to benefit from

one of the following ranged profiles:

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

Melta

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

Large Blast

*Daemon

The Avatar counts as a Daemon in regards to abilities that

affect specifically Daemons, furthermore the Avatar benefits

from a 4+ invulnerable save (included).

*Inspiring

All Eldar units within 12” of the Avatar become Fearless.

*Molten Body

The Avatar benefits from the Feel No Pain special rule

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

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

as Flamers, Heavy Flamers, Flamestorm Cannons, Hellfire

Cannons, Hand Flamers, Scorcha’s, Burna’s, Incinerators,

Inferno Cannons, Dragon’s Breath Flamers etc.

*God of War

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

close combat, and benefits from the Eternal Warrior special

rule (included).

Page 11: Eldar Codex v.3

Farseer 85pts

WS BS S T W I A Ld Sv

Farseer 5 5 3 3 3 5 1 10 4+

Unit Composition: 1 Farseer

Unit Type: Infantry

Wargear: Shuriken Pistol, Witchblade, Ghosthelm, Plasma Grenades, Rune Armour (included) Special Rules: Eldar Fleet, Independent Character, Psyker

Options:

May replace His Witchblade with:

Singing Spear - 3pts

Power Weapon - 5pts

Clarion Blade – 20pts

May select any of the following:

Rune of Scoring - 5pts

Runes of Dawning – 10pts

Runes of Witnessing - 10pts

Runes of Emanation – 10pts

Rune of Immolation - 10pts

Rune of Anaris - 10pts

Runes of Warding - 15pts

Spirit Stones - 45pts

May be upgraded to:

Battleseer - 15pts

Bone Singer - 20pts

May be equipped with:

Eldar Jetbike – 30pts

The Farseer may be accompanied by a Warlock Seer Council

(see overleaf) for 70pts, no longer counting as an

independent character whilst any of the Warlocks in the

unit are alive.

HQ

Options:

MUST be equipped with one of the

following Psychic Powers:

Amplify

Doom

Eldritch Storm

Fog of War

Fortune

Guide

Mind War

Page 12: Eldar Codex v.3

Warlock Seer Council 70pts

WS BS S T W I A Ld Sv

Warlock 4 4 3 3 1 4 2 9 4+

Unit Composition: 2 Warlocks (& Farseer)

Unit Type: Infantry

Wargear: Shuriken Pistol, Witchblade, Plasma Grenades, Rune Armour (included) Special Rules: Eldar Fleet, Psyker

Options:

May include up to 6 additional Warlocks:

35pts per model.

Any Warlock may replace His Witchblade with:

Singing Spear - 3pts

Power Weapon - 5pts

Any Warlock may be upgraded to:

Spiritseer - 5pts

Warseer - 15pts

All Warlocks may be equipped with:

Eldar Jetbike – 20pts (each)

The entire unit may be equipped with:

Web Beacon - 5pts

Webway Translator - 10pts

Any Warlock may be equipped with any of the following:

Rune of Enlightenment - 5pts

Rune of Scoring - 5pts

Siren Mirror - 10pts

Rune of Anaris - 10pts

Warlocks can only be equipped with an Eldar Jetbike if the

Farseer they accompany is also mounted upon a Jetbike.

Options:

Each Warlock MUST be equipped with one

of the following Psychic Powers:

Embolden

Destructor

Assail

Expedite

Enhance

Conceal

Page 13: Eldar Codex v.3

Autarch 75pts

WS BS S T W I A Ld Sv

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

Unit Composition: 1 Autarch

Unit Type: Infantry

Wargear: Shuriken Pistol, Close Combat Weapon, Plasma Grenades, Force Shield (included), Autarch Armour Special Rules: Eldar Fleet, Independent Character, Master Strategist

Options:

May be equipped with one of the following:

Mandiblasters - 5pts

Banshee Mask - 7pts

Crystalline Armour – 10pts

May replace his Shuriken Pistol with:

Avenger Shuriken Catapult - 2pts

Dragon’s Breath Flamer - 5pts

Triskele - 5pts

Neuro-Disruptor - 15pts

D-Pistol - 10pts

Firepike - 10pts

Fusion Pistol - 10pts

Reaper Launcher - 15pts

May replace his Close Combat Weapon with:

Power Weapon - 10pts

Biting Blade - 10pts

Diresword - 15pts

Broadblades – 15pts

Executioner - 20pts

Vibro-Spear - 20pts

Disruption Blade - 20pts

May be equipped with any of the following:

Haywire Grenades - 5pts

Tanglefoot Grenades - 10pts

Laser Flare - 10pts

Solar Flare – 10pts

Shimmershield – 10pts

If mounted on an Eldar Jetbike, may replace their Close

Combat Weapon with:

Laser Lance - 15pts

HQ

Options:

May be equipped with one of the following:

Swooping Hawk Wings - 15pts

Warp Jump Generator - 20pts

Eldar Jetbike – 30pts

A single Autarch may replace Master

Strategist with one of the following special

rules:

The Swordwind

Swift Strike

Shadows and Dust

Seer Strike Force

Ghost Warriors

Armoured Consort

Page 14: Eldar Codex v.3

Striking Scorpions 95pts

WS BS S T W I A Ld Sv

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

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

Unit Composition: 4 Striking Scorpions & Striking Scorpion Exarch

Unit Type: Infantry

Wargear: Scorpion Chainsword, Shuriken Pistol, Plasma Grenades, Mandiblasters, Heavy Aspect Warrior Armour Special Rules: Fleet, Infiltrate, Move through Cover Dedicated Transport:

May select a Wave Serpent (See page 27 for points cost)

Options:

May include up to 5 additional Striking Scorpions:

16pts per model.

The Exarch may replace his Shuriken Pistol with:

Scorpions Claw – 15pts

The Exarch may replace his Scorpion Chainsword with:

Biting Blade – 10pts

The Exarch may replace his Scorpion Chainsword and

Shuriken Pistol with:

Chain Sabres – 5pts

The Exarch may select the following Exarch Powers:

Shadowstrike – 10pts

Hunter – 10pts

Elites

Options:

The entire unit may be equipped with:

Web Beacon - 5pts

Webway Translator - 10pts

Exarch Powers – Striking Scorpions

Shadowstrike:

The Exarch and the unit benefit from the

Stealth special rule.

Hunter:

All wounds caused by the Exarch that phase

may be allocated by the Exarch to models who

have the same stat line within that enemy unit.

This applies to both shooting and close combat.

For example, if the exarch inflicts any wounds

upon a Necron Warrior unit led by a Cryptek

and Necron Overlord, these wounds may all be

allocated to the Warriors, or the Cryptek, or the

Overlord.

Page 15: Eldar Codex v.3

Howling Banshees 95pts

WS BS S T W I A Ld Sv

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

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

Unit Composition: 4 Howling Banshees & Howling Banshee Exarch

Unit Type: Infantry

Wargear: Power Weapon, Shuriken Pistol, Banshee Mask, Aspect Warrior Armour Special Rules: Eldar Fleet, Hell Hath No Fury* Dedicated Transport:

May select a Wave Serpent (See page 27 for points cost)

Options:

May include up to 5 additional Howling Banshees:

16pts per model.

The Exarch may replace her Shuriken Pistol and Power

Weapon with:

Mirrorswords– 10pts

Executioner – 10pts

The Exarch may replace her Shuriken Pistol with:

Triskele – 5pts

The Exarch may select the following Exarch Powers:

Warshout – 5pts

Acrobatic – 15pts

Elites

*Hell Hath No Fury Howling Banshees inflict -1Ld and -1WS against

any enemy unit the Howling Banshees charge.

This lasts for the duration of the Eldar players

turn and may only stack with leadership

modifiers caused by combat resolution.

Options:

The entire unit may be equipped with:

Web Beacon - 5pts

Webway Translator - 10pts

Exarch Powers – Howling Banshees War Shout:

On the turn that the Howling Banshees charge, any enemy

units in combat with them must pass a leadership test or be

reduced to WS1 for the duration of that assault phase.

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

Hath No Fury

Acrobatic:

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

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

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

Page 16: Eldar Codex v.3

Fire Dragons 95pts

WS BS S T W I A Ld Sv

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

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

Unit Composition: 4 Fire Dragons & Fire Dragon Exarch

Unit Type: Infantry

Wargear: Fusion Gun, Melta Bombs, Aspect Warrior Armour Special Rules: Eldar Fleet Dedicated Transport:

May select a Wave Serpent (See page 27 for points cost)

Options:

May include up to 5 additional Fire Dragons:

16pts per model.

The Exarch may replace his Fusion Gun with:

Dragon’s Breath Flamer – Free

Firepike – 10pts

The Exarch may select:

Power Weapon – 10pts

The Exarch may select the following Exarch Powers:

Crack Shot – 5pts

Tank Hunters – 10pts

Elites

Options:

The entire unit may be equipped with:

Web Beacon - 5pts

Webway Translator - 10pts

A single unit of Fire Dragons in the army

may be upgraded to Crystal Dragons for

free, replacing their Fusion Gun with a

Flamer and gaining Crystalline Armour

Exarch Powers – Fire Dragons Tank Hunters:

The Exarch and his unit benefits from the Tank

Hunters special rule.

Crack Shot:

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

and ignores cover saves when shooting.

Page 17: Eldar Codex v.3

Sundering Sentinels 84pts

WS BS S T W I A Ld Sv

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

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

Unit Composition: 2 Sundering Sentinels & Sundering Sentinel Exarch

Unit Type: Infantry

Wargear: Shuriken Hip-Cannon, Slicing Orbs*, Linked Plate Armour* Special Rules: Fleet Dedicated Transport:

May select a Wave Serpent (See page 27 for points cost)

Options:

May include up to 7 additional Sundering Sentinels:

23pts per model.

The Exarch may replace his Shuriken Hip-Cannon with:

Broadblades– 5pts

Executioner and Shuriken Pistol – 10pts

The Exarch may select the following Exarch Powers:

Crack Shot – 10pts

Shuriken Shower – 10pts

Elites

*Slicing Orbs Once per game, during the owning players shooting phase,

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

ranged attacks may be replaced by the following ranged attack:

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

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

has no effect on vehicles.

If a ‘miss’ is rolled on the scatter dice, this attack only scatters

D3 inches.

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

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

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

included in their profile.

Options:

The entire unit may be equipped with:

Web Beacon - 5pts

Webway Translator - 10pts

Exarch Powers – Sundering Sentinels

Shuriken Shower:

The Exarch and his unit may opt to fire their

Shuriken Hip-Cannons as Heavy 5, instead of

Assault 4, for the duration of that turn.

Crack Shot:

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

and ignores cover saves when shooting.

Page 18: Eldar Codex v.3

Wraithguard 114pts

WS BS S T W I A Ld Sv

Wraithguard 4 4 5 5 2 4 1 10 3+

Warlock 4 4 3 3 1 4 2 9 4+

Unit Composition: 3 Wraithguard

Unit Type: Infantry

Wargear: Wraithcannon Special Rules: Fearless, Wraithsight* Dedicated Transport:

May select a Wave Serpent (See page 27 for points cost)

Options:

May include up to 7 additional

Wraithguard:

38pts per model.

Any Wraithguard may replace his

Wraithcannon with a Wraithsword for free.

The entire unit may be equipped with:

Webway Translator - 10pts

If a Wraithguard unit consists of 10

Wraithguard and a Spiritseer then it may be

taken as a troops choice.

Elites

Options:

Way include a Warlock for 35pts.

Who may replace his Witchblade with:

Singing Spear – 3pts

Power Weapon – 5pts

Who may be upgraded to:

Spiritseer – 5pts

Warseer – 15pts

Who may be equipped with:

Rune of Enlightenment - 5pts

Rune of Scoring - 5pts

Siren Mirror - 10pts

Rune of Anaris - 10pts

Who must select one of the following Psychic Powers:

Embolden

Destructor

Assail

Expedite

Enhance

Conceal

The Warlock may be upgraded to Iyanna Arienal for 70pts,

see overleaf.

The Warlock comes equipped with Rune Armour,

Witchblade, Shuriken Pistol and Plasma Grenades.

Page 19: Eldar Codex v.3

Iyanna Arienal, Angel of Iyanden

WS BS S T W I A Ld Sv

Iyanna Arienal 4 4 3 3 2 4 2 9 -

WS BS S T W I A Ld Sv

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

Unit Composition: 1 (Unique) & Wraithguard Unit

Unit Type: Infantry

Wargear: Singing Spear, Ghosthelm, Plasma Grenades, Armour of Vaul* Special Rules: Eldar Fleet, Psyker, Spiritsire*, Empath*

Elites

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

unmodified leadership test in order to make a save against any

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

normal, if passed the wound is ignored.

The Armour of Vaul can make saves against attacks that ignore

normal armour saves; just like an invulnerable save.

*Spiritsire

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

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

and Expedite [Warlock] psychic powers.

*Empath

Iyanna Arienal counts as both a Bonesinger and Spiritseer (see

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

any units with the Wraithsight special rule, furthermore all

Wraithguard in Iyanna’s unit, as well as those within 6”, gain

the benefits of Iyanna’s Bonesinger abilities.

Options:

If Iyanna Arienal is in the army, then

Althenian Fireblade may be taken as an

Elites Choice for 150pts, occupying no slot

on the Force Organisation Chart, but

otherwise counting as an Elites choice.

(See below for Althenian Fireblade’s entry)

Unit Composition: 1 (Unique)

Unit Type: Monstrous Creature

Wargear: 2 Dragon’s Breath Flamers, Shimmershield, Wraithsword (bonus Attack included above) Special Rules: Wraithsight, Iron Guardian*

*Iron Guardian

Althenian Fireblade and Iyanna may not move more than 6”

apart. Furthermore if Iyanna is engaged in assault, then this he

too must join the assault if possible.

Page 20: Eldar Codex v.3

Harlequin Troupe 95pts

WS BS S T W I A Ld Sv

Harlequin 5 4 3 3 1 6 2 10 5+

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

Unit Composition: 5 Harlequins

Unit Type: Infantry

Wargear: Shuriken Pistol, Close Combat Weapon, Flip Belts*, Face of Fear*, Holo-suit* Special Rules: Eldar Fleet, Furious Charge, Hit and Run

Options:

May include up to 5 additional Harlequins:

19pts per model.

Any Harlequin may replace his Shuriken Pistol or Close

Combat Weapon with:

Harlequin’s Kiss – 5pts

Riveblades – 10pts

Fusion Pistol – 10pts

Neuro-Disruptor - 15pts

The entire unit may be equipped with:

Webway Translator - 10pts

Elites

Options:

One Harlequin may be upgraded to a

Troupe Master for 20pts, replacing his

Shuriken Pistol and Close Combat Weapon

with a Harlequin’s Kiss and Power Weapon.

One Harlequin may be upgraded to a

Shadowseer for 30pts, becoming a Psyker

equipped with the Veil of Tears psychic

power.

One in every five Harlequins may be

upgraded to a Death Jester, equipped with a

Shrieker Cannon*, for 10pts.

If the army includes a squad of Harlequins, then

a single Harlequin Solitaire (see overleaf) may

be included for 140pts, occupying no space on

the Force Organisation Chart, but otherwise

counting as an Elites unit.

*Face of Fear All enemy units engaged in close combat with a Harlequin

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

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

but its ranged attacks are poisoned (3+).

*Holo-Suit

A Holosuit confers a 5+ invulnerable save, which is improved to

a 4+ in close combat.

*Veil of Tears Veil of Tears is a psychic power which may be automatically cast

without a psychic test; just like a Warlock psychic power.

When cast, any enemy unit wishing to target the Shadowseer

and the Harlequin unit must roll 2D6x2 to determine if they are

within spotting distance.

If the Harlequins are not within spotting range, then the enemy

unit may not fire that turn.

*Flip Belts Flip Belts enable Harlequins to ignore difficult terrain.

Furthermore, they receive no initiative modifier for charging

into terrain.

Page 21: Eldar Codex v.3

Harlequin Solitaire 140pts

WS BS S T W I A Ld Sv

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

Unit Composition: 1 (Unique)

Unit Type: Infantry

Wargear: Kiss of Death*, Solitaire-Holo-suit*, Flip Belts*, Face of Fear* Special Rules: Eldar Fleet, Fearless, Furious Charge, Hit and Run, Blazing Assault*, Soulless*

Elites

*Face of Fear All enemy units engaged in close combat with a

Harlequin Troupe (or Harlequin Solitaire) are at

-1 Ld.

*Blazing Assault

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

attack for charging, a Solitaire gains an additional attack for

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

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

attacks for that close combat phase.

*Soulless

All enemy units within 6” of the solitaire are at

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

Furthermore, a Solitaire cannot be affected or harmed by

Psychic Powers of any form and Force Weapons count as

normal Power Weapons against a Solitaire.

A Solitaire is also immune to any attacks that require a

Leadership characteristic (such as Neural Whips) and

automatically passes any leadership test it must take.

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

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

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

test. This cannot be nullified.

*Kiss of Death The Kiss of Death are a pair of close combat

weapons (additional attack included in profile)

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

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

*Solitaire-Holo-Suit

This holo-suit confers a 4+ invulnerable save,

which is improved to a 3+ in close combat.

*Flip Belts Flip Belts enable Harlequins to ignore difficult

terrain. Furthermore, they receive no initiative

modifier for charging into terrain.

Page 22: Eldar Codex v.3

Dire Avengers 70pts

WS BS S T W I A Ld Sv

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

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

Unit Composition: 4 Dire Avengers & Dire Avenger Exarch

Unit Type: Infantry

Wargear: Avenger Shuriken Catapult, Shuriken Pistol, Close Combat Weapon, Plasma Grenades, Aspect Warrior Armour Special Rules: Eldar Fleet Dedicated Transport:

May select a Wave Serpent (See page 27 for points cost)

Options:

May include up to 5 additional Dire Avengers:

11pts per model.

The Exarch:

May replace his Avenger Shuriken Catapult and Shuriken

Pistol with:

Exarch Twin Avenger Shuriken Catapults – 5pts

May replace his Close Combat Weapon with:

Diresword and Shuriken Pistol – 10pts

May replace his Shuriken Pistol with:

Power Weapon and Shimmershield – 15pts

The Exarch may select the following Exarch Powers:

Defend – 10pts

Bladestorm – 15pts

Troops

Options:

The entire unit may be equipped with:

Web Beacon - 5pts

Webway Translator - 10pts

Exarch Powers – Dire Avengers Blade Storm:

The Exarch and his squad may choose to add 1

to the number of shots they fire that turn with

any Avenger Shuriken Catapult, Shuriken Pistol,

Shuriken Catapult or Exarch Twin Avenger

Shuriken Catapults.

If they do, they may not fire in the subsequent

shooting phase.

Defend:

Enemy models directing their attacks at the

Dire Avenger unit lose one attack for the

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

Page 23: Eldar Codex v.3

Rangers 90pts

WS BS S T W I A Ld Sv

Ranger 3 4 3 3 1 4 1 8 5+

Unit Composition: 5 Rangers

Unit Type: Infantry

Wargear: Ranger Long Rifle, Shuriken Pistol, Web Beacon, Ranger Bodysuit Special Rules: Eldar Fleet, Move through Cover, Stealth, Infiltrate, Path of the Outcast*

Options:

May include up to 5 additional Rangers:

18pts per model.

One in every five models may replace his Ranger Long Rifle

with:

Star Rifle – 15pts

Troops

*Path of the Outcast

Any Rangers cover save is improved by +2, rather than the usual

+1 bonus conferred by Stealth; therefore a 5+ cover save would,

for example, become a 3+ cover save.

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

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

Furthermore, any shooting to-hit roll of 5+ counts as AP1,

rather than the usual 6+. This only applies to wounds caused by

a Ranger Long Rifle.

Options:

One Ranger may be upgraded to a

Pathfinder, gaining the Pathfinder* special

rule for 25pts.

*Pathfinder

Any wounds caused by a Pathfinder’s ranged attacks are

allocated by the Pathfinders owning player; therefore allowing

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

providing it is in line of sight of the Pathfinder.

Furthermore, cover saves may not be taken against any wounds

caused by a Pathfinders ranged attacks.

Page 24: Eldar Codex v.3

Guardian Defender Squad 70pts

WS BS S T W I A Ld Sv

Guardian 3 3 3 3 1 4 1 8 5+

Warlock 4 4 3 3 1 4 2 9 4+

Unit Composition: 10 Guardians & Heavy Weapon Platform*

Unit Type: Infantry

Wargear: Shuriken Catapult, Guardian Mesh Armour, the Heavy Weapon Platform* is equipped with a Shuriken Cannon Special Rules: Eldar Fleet Dedicated Transport:

May select a Wave Serpent (See page 27 for points cost)

Options:

One Guardian may be replaced by a Warlock for 25pts.

Who may replace his Witchblade with:

Singing Spear – 3pts

Power Weapon – 5pts

Who may be upgraded to:

Spiritseer – 5pts

Warseer – 15pts

Who may be equipped with:

Rune of Enlightenment - 5pts

Rune of Scoring - 5pts

Siren Mirror - 10pts

Rune of Anaris - 10pts

Who must select one of the following Psychic Powers:

Embolden

Destructor

Assail

Expedite

Enhance

Conceal

The Warlock comes equipped with Rune Armour,

Witchblade, Shuriken Pistol and Plasma Grenades.

Troops

*Heavy Weapon Platform

A single Guardian within the unit within 2” of it may fire the

Heavy Weapon Platform instead of his own weapon, tracing line

of sight from the Heavy Weapon Platform itself.

The Heavy Weapon Platform counts as an Assault Weapon

under all circumstances and may be embarked upon a

transport, occupying no transport spaces.

The Heavy Weapon Platform must remain within Unit

Coherency at all times and cannot be destroyed; it effectively

acts as a marker for the weapon it mounts.

May include up to 10 additional Guardians:

7pts per model.

The Heavy Weapon Platform’s Shuriken

Cannon may be replaced by one of the

following:

Scatter Laser – 10pts

Missile Launcher – 15pts

Star Cannon – 15pts

Bright Lance – 25pts

The entire unit may be equipped with:

Web Beacon - 5pts

Webway Translator - 10pts

Page 25: Eldar Codex v.3

Guardian Storm Squad 60pts

WS BS S T W I A Ld Sv

Guardian 3 3 3 3 1 4 1 8 5+

Warlock 4 4 3 3 1 4 2 9 4+

Unit Composition: 10 Guardians

Unit Type: Infantry

Wargear: Shuriken Pistol, Close Combat Weapon, Plasma Grenades, Guardian Mesh Armour Special Rules: Eldar Fleet Dedicated Transport:

May select a Wave Serpent (See page 27 for points cost)

Options:

One Guardian may be replaced by a Warlock for 25pts.

Who may replace his Witchblade with:

Singing Spear – 3pts

Power Weapon – 5pts

Who may be upgraded to:

Spiritseer – 5pts

Warseer – 15pts

Who may be equipped with:

Rune of Enlightenment - 5pts

Rune of Scoring - 5pts

Siren Mirror - 10pts

Rune of Anaris - 10pts

Who must select one of the following Psychic Powers:

Embolden

Destructor

Assail

Expedite

Enhance

Conceal

The Warlock comes equipped with Rune Armour,

Witchblade, Shuriken Pistol and Plasma Grenades.

Troops

Options:

May include up to 10 additional Guardians:

6pts per model.

Two Storm Guardians may replace his

Shuriken Pistol with:

Flamer – 5pts

Fusion Gun – 10pts

Alternatively, two Storm Guardians may

replace his Close Combat Weapon with:

Power Weapon – 10pts

If the squad consists of 20 Storm Guardians

then a third model may select one of the

above options for their listed cost.

The entire unit may be equipped with:

Web Beacon - 5pts

Webway Translator - 10pts

Page 26: Eldar Codex v.3

Guardian Jetbike Squadron 60pts

WS BS S T W I A Ld Sv

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

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

Unit Composition: 3 Guardian Jetbikers

Unit Type: Bikes (Eldar Jetbike)

Wargear: Eldar Jetbike (incorporating twin-linked shuriken catapults), Guardian Mesh Armour Special Rules: Scouts

Options:

One Guardian Jetbiker may be replaced by a Warlock for

30pts.

Who may replace his Witchblade with:

Singing Spear – 3pts

Power Weapon – 5pts

Who may be upgraded to:

Spiritseer – 5pts

Warseer – 15pts

Who may be equipped with:

Rune of Enlightenment - 5pts

Rune of Scoring - 5pts

Siren Mirror - 10pts

Rune of Anaris - 10pts

Who must select one of the following Psychic Powers:

Embolden

Destructor

Assail

Expedite

Enhance

Conceal

The Warlock comes equipped with Rune Armour, Eldar

Jetbike, Witchblade, Shuriken Pistol and Plasma Grenades.

Troops

Options:

May include up to 9 additional Guardian

Jetbikers:

20pts per model.

One in every three Guardian Jetbikers may

replace his twin-linked Shuriken Catapults

with:

Shuriken Cannon – 10pts

The entire unit may be equipped with:

Web Beacon - 5pts

Webway Translator - 10pts

Page 27: Eldar Codex v.3

Wave Serpent 90pts

BS FA SA RA

Wave Serpent 3 12 12 10

Unit Composition: 1 Wave Serpent

Unit Type: Vehicle (Fast, Skimmer)

Wargear: Twin-linked Shuriken Cannon, Twin-linked Shuriken Catapults Transport Capacity: 12 (Wraithguard count as two models) Special Rules: Energy Field*

Options:

May select any of the following upgrades:

Power Diversion Matrix – 5pts

Repulsor Field – 10pts

Spirit Stones – 10pts

Targetting Beacon – 10pts

Vectored Engines – 10pts

Star Engines – 15pts

Dedicated Transport

Options:

May replace its Twin-linked Shuriken

Cannon with:

Twin-linked Scatter Laser – 15pts

Twin-linked Eldar Missile Launcher – 20pts

Twin-linked Star Cannon – 20pts

Twin-linked Bright Lance – 30pts

May replace the Twin-linked Shuriken

Catapults with:

Shuriken Cannon – 10pts

*Energy Field Any ranged attack against the Wave Serpents front or side

armour with a strength of greater than eight counts as strength

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

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

such as melta weapons.

Page 28: Eldar Codex v.3

Swooping Hawks 95pts

WS BS S T W I A Ld Sv

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

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

Unit Composition: 4 Swooping Hawks & Swooping Hawk Exarch

Unit Type: Jump Infantry

Wargear: Lasblaster, Haywire Grenades, Plasma Grenades, Swooping Hawk Grenade Pack*, Aspect Warrior Armour Special Rules: Eldar Fleet, Deep Strike, Skyleap*

Options:

The Exarch may replace his Lasblaster with:

Sunrifle– 10pts

Hawk’s Talon – 10pts

The Exarch may be equipped with:

Power Weapon – 10pts

The Exarch may select the following Exarch Powers:

Intercept – 5pts

Mark of Guilt – 10pts

Fast Attack

*Skyleap

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

Fleet move - the Swooping Hawk unit can be removed from

play and placed into reserve, automatically arriving from

reserve via Deep Strike the following turn.

Swooping Hawks may not Skyleap if engaged in combat and

cannot Skyleap on the same turn they arrive from reserves.

Options:

May include up to 5 additional Swooping

Hawks:

16pts per model.

The entire unit may be equipped with:

Web Beacon - 5pts

Webway Translator - 5pts

Exarch Powers – Swooping Hawks Intercept:

In assault, this unit always hit a vehicle on a 4+

or better.

Mark of Guilt:

Nominate a single enemy unit before

deployment; this Swooping Hawk unit may re-

roll any shooting to-hit roll against this unit for

the duration of the game.

*Swooping Hawk Grenade Pack

When a Swooping Hawk unit enters play via deepstrike

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

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

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

scatters D6” in the direction indicated.

All enemy models under the large blast marker suffer a single

Strength 4, AP5 hit.

Page 29: Eldar Codex v.3

Warp Spiders 120pts

WS BS S T W I A Ld Sv

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

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

Unit Composition: 4 Warp Spiders & Warp Spider Exarch

Unit Type: Jump Infantry

Wargear: Death Spinner, Warp Jump Generator, Plasma Grenades, Heavy Aspect Warrior Armour Special Rules: Fleet, Deep Strike

Options:

The Exarch may replace his Death Spinner with:

Spinneret Rifle– 10pts

The Exarch may be equipped with:

Exarch Twin Death Spinners – 10pts

Power Blades – 10pts

The Exarch may select the following Exarch Powers:

White Guardians – 5pts

Withdraw – 10pts

Fast Attack

Options:

May include up to 5 additional Warp

Spiders:

21pts per model.

The entire unit may be equipped with:

Web Beacon - 5pts

Exarch Powers – Warp Spiders Withdraw:

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

rule.

White Guardians:

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

targeting a unit that contains a Psyker.

Page 30: Eldar Codex v.3

Shining Spears 90pts

WS BS S T W I A Ld Sv

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

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

Unit Composition: 2 Shining Spears & Shining Spear Exarch

Unit Type: Bikes (Eldar Jetbike)

Wargear: Laser Lance, Eldar Jetbike (incorporating twin-linked shuriken catapults), Heavy Aspect Warrior Armour Special Rules: Hit and Run

Options:

The Exarch may replace his Laser Lance with:

Power Weapon – Free

Star Lance – 15pts

The Exarch may select the following Exarch Powers:

Skilled Riders – 10pts

Tank Hunters – 15pts

Fast Attack

Options:

May include up to 7 additional Shining

Spears:

25pts per model.

One in every three Shining Spears may

replace his twin-linked Shuriken Catapults

with:

Shuriken Cannon – 10pts

The entire unit may be equipped with:

Web Beacon - 5pts

Webway Translator - 10pts

Exarch Powers – Shining Spears Tank Hunters:

The Exarch and his unit benefits from the Tank

Hunters special rule.

Skilled Riders:

The Exarch and his unit have the Skilled Rider

special rule.

Page 31: Eldar Codex v.3

Vyper Squadron 50pts

BS FA SA RA

Vyper 3 10 10 10

Unit Composition: 1 Vyper

Unit Type: Vehicle (Fast, Skimmer, Open-topped)

Wargear: Shuriken Cannon, Twin-linked Shuriken Catapults Special Rules: Crystal Targeting Matrix*

Options:

Each Vyper may replace its Shuriken Cannon with:

Scatter Laser – 10pts

Eldar Missile Launcher – 15pts

Star Cannon – 15pts

Bright Lance – 25pts

Each Vyper may select any of the following upgrades:

Power Diversion Matrix – 5pts

Repulsor Field – 10pts

Spirit Stones – 10pts

Star Engines – 10pts

Targetting Beacon – 10pts

Vectored Engines – 10pts

Holo-fields – 20pts

Fast Attack

Options:

May add up to 2 additional Vypers to the

squadron:

50pts per model.

May replace the Twin-linked Shuriken

Catapults with:

Shuriken Cannon – 10pts

*Crystal Targeting Matrix Vypers may move an additional 6” in the assault phase,

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

This acts much like the Eldar Jetbike and follows all usual

movement restrictions; therefore this move may not be made if

the Vyper is stunned etc.

Page 32: Eldar Codex v.3

Asp 65pts

BS FA SA RA

Asp 3 11 11 10

Unit Composition: 1 Asp

Unit Type: Vehicle (Fast, Skimmer)

Wargear: Twin-linked Shadow Weaver, Twin-linked Shuriken Catapults

Options:

The twin-linked Shadow Weaver may be replaced with:

Twin-linked Vibro Cannon – 20pts

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

the number of hits, selecting the highest result.

Twin-linked D-Cannon – 25pts

Twin-linked Nova Lance – 25pts

The Asp may select any of the following upgrades:

Power Diversion Matrix – 5pts

Repulsor Field – 5pts

Spirit Stones – 10pts

Star Engines – 10pts

Targetting Beacon – 10pts

Vectored Engines – 15pts

Holo-fields – 25pts

Fast Attack

Options:

May replace the Twin-linked Shuriken

Catapults with:

Shuriken Cannon – 10pts

May be upgraded to a Shadow Asp* for

20pts.

*Shadow Asp Equipped with a sophisticated Stealth Field, a Shadow Asp can

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

relocate to better target or escape the enemy.

If a Shadow Asp doesn’t fire any of its weapons or move more

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

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

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

be affected by wargear such as Searchlights.

Page 33: Eldar Codex v.3

Support Weapon Battery 20pts

WS BS S T W I A Ld Sv

Guardian 3 3 3 3 1 4 1 8 5+

Warlock 4 4 3 3 1 4 2 9 4+

Unit Composition: 1 Support Weapon Platform. Up to three Support Weapon Battery units (consisting of 1-3 platforms) may be included in a single Force Organisation/Heavy Support Slot, each unit counting as a separate Kill Point as normal.

Unit Type: Artillery

Wargear: The Support Weapon Platform is armed with one of the weapons chosen from the list opposite. Each Guardian is equipped with a Shuriken Catapult, Plasma Grenades and Guardian Mesh Armour Special Rules:

Cloaking Field*

Options:

May include a Warlock for 35pts.

Who may replace his Witchblade with:

Singing Spear – 3pts

Power Weapon – 5pts

Who may be upgraded to:

Spiritseer – 5pts

Warseer – 15pts

Who may be equipped with:

Rune of Enlightenment - 5pts

Rune of Scoring - 5pts

Siren Mirror - 10pts

Rune of Anaris - 10pts

Who must select one of the following Psychic Powers:

Embolden

Destructor

Assail

Expedite

Enhance

Conceal

The Warlock comes equipped with Rune Armour,

Witchblade, Shuriken Pistol and Plasma Grenades.

Heavy Support

*Cloaking Field

Support Weapon Batteries (including the Guardians and

Weapon Platform itself) have a 4+ cover save.

Options:

May include up to 2 additional Support

Weapon Platforms:

20pts per model.

All Support Weapon Platforms within the

unit MUST be armed with one of the

following, each platform must be armed

with the same weapon:

Shadow Weaver – 10pts

D-Cannon – 25pts

Vibro Cannon – 25pts

Nova Lance – 25pts

Page 34: Eldar Codex v.3

Dark Reapers 100pts

WS BS S T W I A Ld Sv

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

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

Unit Composition: 2 Dark Reapers & Dark Reaper Exarch

Unit Type: Infantry

Wargear: Reaper Launcher, Mind Link*, Heavy Aspect Warrior Armour Dedicated Transport:

May select a Wave Serpent (See page 27 for points cost)

Options:

May include up to 2 additional Dark Reapers:

27pts per model.

The Exarch may replace his Reaper Launcher with:

Eldar Missile Launcher – 10pts

Tempest Launcher – 10pts

The Exarch may select the following Exarch Powers:

Crack Shot – 10pts

Fast Shot – 15pts

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

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

cover save, for example.

Heavy Support

Options:

The entire unit may be equipped with:

Web Beacon - 5pts

Webway Translator - 10pts

Exarch Powers – Dark Reapers

Fast Shot:

The Exarch may add +1 to the number of shots

fired by his weapon. An exarch may not benefit

from both Crack Shot and Fast Shot in the same

turn however.

Crack Shot:

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

and ignores cover saves when shooting.

Page 35: Eldar Codex v.3

Falcon 120pts

BS FA SA RA

Falcon 4 12 12 10

Unit Composition: 1 Falcon

Unit Type: Vehicle (Fast, Skimmer)

Wargear: Pulse Laser, Twin-linked Shuriken Catapults The Falcon’s Pulse Laser always counts as a defensive weapon. Transport Capacity: 6

Options:

The Falcon MUST select one of the following:

Shuriken Cannon – 5pts

Scatter Laser – 15pts

Eldar Missile Launcher - 20pts

Starcannon – 20pts

Bright Lance – 30pts

The Falcon may select any of the following upgrades:

Power Diversion Matrix – 5pts

Repulsor Field – 10pts

Spirit Stones – 10pts

Star Engines – 10pts

Targetting Beacon – 10pts

Vectored Engines – 10pts

Holo-fields – 30pts

Heavy Support

One unit within the army, selected from the

following list, may select a Falcon as a

dedicated transport:

Dire Avengers, Striking Scorpions, Howling

Banshees, Fire Dragons, Sundering Sentinels,

Dark Reapers, Wraithguard.

Options:

May replace the Twin-linked Shuriken

Catapults with:

Shuriken Cannon – 10pts

Page 36: Eldar Codex v.3

Fire Prism 120pts

BS FA SA RA

Fire Prism 4 12 12 10

Night Spinner 120pts

BS FA SA RA

Night Spinner 4 12 12 10

Unit Composition: 1 Fire Prism

Unit Type: Vehicle (Fast, Skimmer)

Wargear: Prism Cannon, Twin-linked Shuriken Catapults

Options:

The Fire Prism may select any of the following upgrades:

Power Diversion Matrix – 5pts

Repulsor Field – 10pts

Spirit Stones – 10pts

Star Engines – 10pts

Targetting Beacon – 10pts

Vectored Engines – 10pts

Holo-fields – 25pts

Heavy Support

Unit Composition: 1 Night Spinner

Unit Type: Vehicle (Fast, Skimmer)

Wargear: Doomweaver, Twin-linked Shuriken Catapults

Options:

The Night Spinner may select any of the following upgrades:

Power Diversion Matrix – 5pts

Repulsor Field – 10pts

Spirit Stones – 10pts

Star Engines – 10pts

Targetting Beacon – 10pts

Vectored Engines – 10pts

Holo-fields – 25pts

Heavy Support

Options:

May replace the Twin-linked Shuriken

Catapults with:

Shuriken Cannon – 10pts

Options:

May replace the Twin-linked Shuriken

Catapults with:

Shuriken Cannon – 10pts

Page 37: Eldar Codex v.3

Wraithlord 105pts

WS BS S T W I A Ld Sv

Wraithlord 4 4 10 8 4 4 2 10 3+

Unit Composition: 1 Wraithlord

Unit Type: Monstrous Creature

Wargear: Two Shuriken Catapults Special Rules:

Fearless, Wraithsight

Options:

The Wraithlord MUST select one of the following:

Shuriken Cannon – 10pts

Wraithsword – 10pts

Sentience Spear – 10pts

Scatter Laser – 20pts

Eldar Missile Launcher – 25pts

Star Cannon – 25pts

Bright Lance – 30pts

The Wraithlord may also select one of the following:

Shuriken Cannon – 10pts

Wraithsword – 10pts

Sentience Spear – 10pts

Scatter Laser – 20pts

Shimmer Shield – 20pts

Eldar Missile Launcher – 25pts

Star Cannon – 25pts

Bright Lance – 30pts

Alternatively, instead of selecting any of the weapons from

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

Shadow Weaver – 10pts

Wraithsabres – 20pts

D-Cannon – 30pts

Vibro Cannon – 30pts

Nova Lance – 30pts

Heavy Support

Options:

The Wraithlord may replace its two

Shuriken Catapults with:

Two Flamers – 5pts

Two Reaper Launchers – 20pts

Two Wraithcannons – 20pts

Page 38: Eldar Codex v.3

War Walker Squadron 30pts

WS BS S FA SA RA I A

War Walker 3 3 6 10 10 10 4 2

Unit Composition: 1 War Walker

Unit Type: Vehicle (Walker)

Wargear: Two weapons selected from the list opposite Special Rules: Scout

Options:

Each War Walker must select any two of the following:

Shuriken Cannon – 5pts

Scatter Laser – 15pts

Eldar Missile Launcher - 20pts

Starcannon – 20pts

Bright Lance – 25pts

Each War Walker may select any of the following upgrades:

Power Diversion Matrix – 5pts

Spirit Stones – 5pts

Targetting Beacon – 10pts

Holo-fields – 20pts

Heavy Support

Options:

May add up to 2 additional War Walkers to

the squadron:

30pts per model.

Page 39: Eldar Codex v.3

Eldar Ranged Weaponry

Range Strength AP Type

Bright Lance 36” 8 2 Heavy 1, Lance

D-Cannon 24” X 1 Heavy 1, Large Blast, Ordnance, Barrage, Distortion**

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

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

Eldar Missile Launcher – Krak Missile* Eldar Missile Launcher – Frag Missile*

48” 48”

8 4

3 4

Heavy 1 Heavy 1, Blast, Pinning

Flamer Template 4 5 Assault 1

Fusion Gun 12” 8 1 Assault 1, Melta

Fusion Pistol 6” 8 1 Pistol, Melta

Nova Lance 48” 8 1 Heavy 1, Lance***

Prism Cannon – Focussed* Prism Cannon – Dispersed*

60” 60”

9 5

2 4

Heavy 1, Blast, Prism** Heavy 1, Large Blast, Prism**

Pulse Laser 48” 8 2 Heavy 2

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

Scatter Laser 36” 6 6 Heavy 4

Shadow Weaver 48” 6 - Heavy 1, Large Blast, Barrage, Monofilament**

Shuriken Cannon 24” 4 4 Assault 6

Shuriken Catapult 12” 4 5 Assault 2

Shuriken Pistol 12” 4 5 Pistol

Star Rifle 36” 7 3 Heavy 1, Rending

Starcannon 36” 7 2 Heavy 2

Vibro Cannon 36” 6 - Heavy 1, Sonic**

Wraithcannon 18” X 1 Assault 1, Distortion**

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

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

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

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

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

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

whichever the unit moves in first.

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

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

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

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

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

Page 40: Eldar Codex v.3

Eldar Ranged Weaponry – Aspect Temples Wargear

Range Strength AP Type

Avenger Shuriken Catapult 18” 4 5 Assault 2

Death Spinner 12” 5 - Assault 3, Monofilament**

Dragon’s Breath Flamer Template 5 4 Assault 1

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

Exarch Twin Avenger Shuriken Catapults 18” 4 5 Assault 4

Firepike 18” 8 1 Assault 1

Hawk’s Talon 18” 5 5 Assault 3

Lasblaster 18” 3 5 Assault 3

Laser Lance 6” 6 1 Assault 1, Lance

Reaper Launcher 48” 6 3 Heavy 2

Shuriken Hip-Cannon 24” 4 5 Assault 4

Spinneret Rifle 18” 5 1 Assault 2

Star Lance 6” 8 1 Assault 1, Lance

Sunrifle 18” 3 5 Assault 6, Pinning

Tempest Launcher 48” 4 3 Heavy 2, Blast, Barrage

Page 41: Eldar Codex v.3

Farseer Psychic Powers

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

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

Amplify Cast at the beginning of the Eldar assault phase, if

successful, this power allows a single Eldar unit

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

Assault Phase, lasting the duration of that player

turn.

Doom The Farseer can nominate a non-vehicle enemy

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

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

Fog of War This power is cast during the models shooting

phase, if successful, select a single enemy unit

within 24”. This unit’s movement is reduced to

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

or Jetbike) and their assault distance also reduced

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

Cavalry). Furthermore, if attempting to target an

Eldar unit in the shooting phase, their spotting

distance is reduced to 4D6”, if the targeted

models are not within this spotting range then

they may not fire that turn.

Fortune A single unit with a model within 6” of the Farseer

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

the next Eldar turn.

Guide A single unit with a model within 6” of the Farseer

counts all their ranged weapons as twin-linked for

the duration of that turn.

Mind War This Psychic Power is used in the shooting phase

instead of firing a weapon. The Eldar player may

target any enemy model within 18” of the Farseer

and within line of sight (therefore models in

vehicles are unaffected). This targeted model

automatically suffers a wound (with an armour

save allowed), furthermore both players roll a D6

and add the result to the leadership of their

respective models. For each point the Farseer

wins by, the target loses an additional wound,

with no armour or cover saves allowed against

these additional wounds. Monstrous Creatures

add +1 to their dice roll.

Eldritch Storm This psychic power is used in the shooting phase

instead of firing a weapon. The Eldar player gains

the following Psychic Shooting attack, rolling to hit

as normal: vehicles struck by this attack are spun

around to face in the direction determined by the

scatter dice (if a hit is rolled the Eldar player

chooses their facing direction) and are struck at

full strength (6) on their rear armour:

Range: 24” – Strength: 6 – AP: 6. Assault 1, Large

Blast, Pinning.

Page 42: Eldar Codex v.3

Warlock Psychic Powers

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

Assail At the beginning of each assault phase, the

Warlock gains an additional D3 attacks, lasting for

the duration of that assault phase.

Conceal The Warlock and his unit have the Stealth special

rule.

Destructor Destructor is used in the shooting phase instead of

firing a weapon, it is worked out like a normal

shooting attack with the following profile:

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

Embolden The Warlock and his squad may re-roll any failed

leadership test.

Enhance The Warlock and all models in the same unit as

the Warlock gain +1 to their Weapon Skill and

Initiative. Multiple enhance powers do not stack

however.

Expedite The Warlock and his unit gain the Move Through

Cover special rule and each turn may add +D3”

(rolled each turn) to one of the following

movements: Fleet, Eldar Fleet, Assault or Run.

Multiple Expedite powers do not stack.

Paths of the Seer

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

Battleseer

If a Farseer is upgraded to a Battleseer, then they

gain +2 attacks.

Bonesinger

If a Farseer is upgraded to a Bonesinger, then at

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

wounded Wraithguard or Wraithlord model within

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

may not exceed its original number of wounds).

Furthermore, if the Bonesinger is in contact with a

vehicle that has suffered a Weapon Destroyed or

Immobilised result, instead of performing another

action during the shooting phase, the Bonesinger

may attempt to repair the vehicle; removing a

single immobilised or weapon destroyed result on

a D6 roll of 4+.

Spiritseer

If a Warlock is upgraded to a Spiritseer, then the

Wraithsight special rule is negated for any

Wraithguard or Wraithlord unit within 12”, rather

than the usual 6”.

Warseer

If a Warlock is upgraded to a Warseer, they gain

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

Page 43: Eldar Codex v.3

Wargear of the Witch Path

Clarion Blade:

A Clarion Blade is a Witchblade. Furthermore, for

each enemy model killed in close combat by a

Clarion Blade, the Farseer immediately gains the

effects of a Laser Flare.

Rune Armour

Rune Armour confers a 4+ invulnerable save.

Rune of Anaris:

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

hit rolls in close combat.

Runes of Dawning:

At the beginning of the Eldar player turn, the

player may elect a single unit in reserve (each

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

stack with other modifiers.

Runes of Emanation:

A model with the Rune of Emanation may add 6”

to the range of a single psychic power per turn.

Alternatively, it may add 6” to the range of the

effects of the Rune of Witnessing.

Rune of Enlightenment:

A unit containing a model with the Rune of

Enlightenment may add 2D6” to the spotting

distance of his – and any unit he’s attached to –

spotting distance during night-fighting.

Rune of Immolation:

A model with a Rune of Immolation may – once

per game – automatically cast the Destructor

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

other powers cast that turn and does not require

a psychic test. This may not be affected by the

Runes of Emanation.

Rune of Scoring:

This model’s ranged weapons count as AP1. Note:

this doesn’t affect psychic powers.

Runes of Warding:

A model with Runes of Warding causes all enemy

psykers within 24” to take psychic tests on 3D6.

Note: If there is an enemy psyker within 24” with

Runes of Warding, then both runes have no effect.

Runes of Witnessing:

A model with Runes of Witnessing may roll 3D6

for psychic tests, discarding the highest roll.

Singing Spear:

A Singing Spear counts as a two-handed

Witchblade, that may be used with the following

ranged profile, like a Witchblade always wounding

on a 2+ and striking vehicles at Strength 9:

Range: 12” – Strength: X – AP: 6. Assault 1.

Siren Mirror

Any Psychic Power targeted at a unit containing a

model with a Siren Mirror is ignored on a D6 roll

of 5+

Spirit Stones

A model with Spirit Stones may select a second

psychic power and may cast up to two psychic

powers per-turn.

Witchblade:

See the Warhammer 40,000 Rulebook.

Page 44: Eldar Codex v.3

Eldar Armoury – Close Combat Weapons

Biting Blade:

A Biting Blade is a two-handed Scorpion

Chainsword that grants the model the Rending

special rule for all attacks in close combat.

Furthermore, for each successful to-hit roll with a

Biting Blade, the model gains an additional attack

for that close combat phase.

Broadblades:

Broadblades are a pair of power weapons

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

failed to-wound roll.

Chainsabres:

A model with Chainsabres gains +1 attack and may

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

combat.

Close Combat Weapon:

See the Warhammer 40,000 Rulebook.

Diresword:

A Diresword is a power weapon. In addition, any

model that suffers an unsaved wound from a

Diresword must immediately pass a leadership

test for each wound suffered or suffer instant

death.

Disruption Blade:

A Disruption Blade is a power weapon,

furthermore any successful invulnerable saves

made against wounds caused by a Disruption

Blade must be re-rolled.

Executioner:

An Executioner is a two-handed Power Weapon

that grants +2 strength in close combat.

Harlequin’s Kiss:

A Harlequin’s Kiss is a close combat weapon that

grants the model the Rending special rule for all

attacks in close combat.

Laser Lance:

A model equipped with a Laser Lance counts as

equipped with a Strength 6 power weapon when

they charge/initiate an assault. Furthermore, it

confers the following ranged profile:

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

Mirror Swords:

Mirror Swords are a pair of power weapons that

grant an additional attack (therefore granting +2

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

close combat.

Power Weapon:

See the Warhammer 40,000 Rulebook.

Powerblades:

Powerblades confer +1 attack and ignore armour

saves in close combat.

Riveblades:

A model with Riveblades gains +1 attack and may

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

Scorpions Chainsword:

Is a close combat weapon that grants +1 Strength

to the models close combat attacks.

Scorpions Claw:

A Scorpions Claw is a power fist with an

incorporated Shuriken Catapult.

Sentience Spear:

A Sentience Spear is a close combat weapon that

grants +1 attack, furthermore any unsaved

wounds caused by a Sentience Spear inflict instant

death.

Star Lance:

A model equipped with a Star Lance counts as

equipped with a Strength 8 power weapon when

they charge/initiate an assault. Furthermore, it

confers the following ranged profile:

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

Page 45: Eldar Codex v.3

Triskele:

A Triskele is a close combat weapon that also

confers the following ranged attack:

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

Vibro-Spear:

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

grants +1 strength and an additional attack for

each successful to-hit roll. However, armour saves

are allowed against these additional attacks.

Wraithsword:

A Wraithsword is a power weapon that grants +1

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

combat.

Wraithsabres:

A model with Wraithsabres may sacrifice a point

of strength for +1 attack. The model may

exchange any number of points of strength, to a

minimum of Strength 5, lasting for the duration of

that combat.

Page 46: Eldar Codex v.3

Eldar Armoury – Eldar Wargear

Aspect Warrior Armour

Aspect Warrior Armour confers a 4+ armour save,

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

Additionally, units with Aspect Warrior armour

typically have Eldar Fleet.

Autarch Armour

Autarch Armour confers a 3+ armour save.

Banshee Mask

A model with a Banshee Mask is at initiative 10 in

the first round of an assault and ignores all

initiative modifiers for charging into or out of

terrain.

Crystalline Armour

Flame/heat based template (not blast!) weapons

cannot hurt a model in Crystalline Armour; such as

Flamers, Heavy Flamers, Flamestorm Cannons,

Hellfire Cannons, Hand Flamers, Scorcha’s,

Burna’s, Incinerators, Inferno Cannons, Dragon’s

Breath Flamers etc.

Furthermore, a model in Crystalline Armour gains

a 3+ armour save.

Eldar Jetbike A model with an Eldar Jetbike gains +1 toughness, a 3+ armour save and becomes the Bikes (Eldar Jetbike) unit type, as described in the Warhammer 40,000 rulebook. Furthermore, Eldar Jetbikes come equipped with twin-linked Shuriken Catapults. Forceshield

A Forceshield confers a 4+ armour save to the

wielder.

Guardian Mesh Armour

Guardian Mesh Armour confers a 5+ armour save.

Haywire Grenades

Haywire Grenades are used like normal grenades

to attack vehicles. Roll a D6 for each hit scored

and consult the following chart to determine its

effects:

1 – No effect.

2-5 – Glancing hit.

6 – Penetrating hit.

Heavy Aspect Warrior Armour

Heavy Aspect Warrior Armour confers a 3+

armour save. Additionally, units with Aspect

Warrior armour typically do not have Eldar Fleet.

Laser Flare

A Laser Flare may be used once per game in the

owning players assault phase. When used, place a

small blast over the model; all enemy (only)

models under this blast suffer a single Str4 AP2

hit, striking vehicles on their rear armour.

Mandiblasters

Any model equipped with Mandiblasters gains an

additional attack.

Meltabombs

See the Warhammer 40,000 rulebook.

Page 47: Eldar Codex v.3

Neuro-disruptor

The Eldar player may nominate a single enemy

model in the same close combat as a model with a

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

weapon, if the Neuro-disruptor hits, roll a D6 and

consult the following chart:

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

Weapon Skill.

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

and Weapon Skill.

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

Initiative, Weapon Skill and suffers a single,

automatic wound.

Note: The initiative, weapon skill and strength

modifiers last for the duration of that game turn.

Plasma Grenades

See the Warhammer 40,000 rulebook.

Ranger Bodysuit

A Ranger Bodysuit confers a 5+ armour save.

Shimmershield

A Shimmershield grants the model and any unit

they are attached to a 5+ invulnerable save.

Solar Flare

A Solar Flare may be activated once per game at

the beginning of either player’s shooting phase;

when activated, all enemy units within 24”

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

Swooping Hawk Wings

A model with Swooping Hawk Wings becomes

Jump Infantry.

Tanglefoot Grenades

Any enemy unit charged by a model equipped

with Tanglefoot grenades are at –D3 initiative and

may not do not gain any bonuses from the

‘counter-attack’ special rule. Furthermore, this

(enemy) unit is hit on a 2+ in close combat. These

effects last for the duration of that turn.

Warp Jump Generator

A model with a Warp Jump Generator becomes

the Jump Infantry unit type, able to ignore the

effects of moving through (but not finishing in)

terrain. Furthermore, a model with a Warp Jump

Generator may make an additional move in the

assault phase if not engaged in assault: the unit

may move D6 +6” in any direction, acting as Jump

Infantry and able to move through impassable

terrain. If a 1 is rolled, a single model from the

unit is removed as a casualty (the survivors

moving up to the distance rolled) and any models

that finish their move in impassable terrain are

destroyed.

Web Beacon

Any Eldar unit that arrives by deepstrike within 6”

- via a Webway Translator or Warp Jump

Generator - does not scatter.

Webway Translator

Any Eldar unit with a Webway Translator gains the

Deep Strike special rule.

Page 48: Eldar Codex v.3

Vehicle Armoury

Repulsor Field Any enemy model in contact with the vehicle at

the beginning of the turn automatically suffers a

single Strength 3 hit, armour saves allowed as

normal. Furthermore, any to-hit roll against this

vehicle in close combat suffers a -1 to-hit

modifier. Therefore, if a 4+ is needed to hit, this

would become 5+ etc.

This effects both grenades and close combat

attacks.

Holo-field Whenever your opponent rolls on the damage

table for that vehicle, they must roll two D6 and

apply the lowest result.

Power Diversion Matrix

If the vehicle remains stationary then a single

weapon may be have its AP value reduced by one.

This has no effect on an AP1 weapon and AP-

weapons become AP6.

Spirit Stones If the vehicle suffers a ‘crew stunned’ result, roll a

D6. On a roll of one the vehicle is stunned as

normal, on a two-to-five the ‘crew stunned’ result

instead counts as ‘crew shaken’, on a roll of six the

‘crew stunned’ result is ignored.

Star Engines This vehicle may move an additional 12” in the

shooting phase instead of firing any weapons.

Note: It would receive the cover save for moving

flat-out if the vehicle had moved a total of 24” or

more.

Targetting Beacon When firing at an enemy unit, this vehicle may re-

roll any to-hit roll of ‘1’. Furthermore, if the night-

fight rules are in effect then it may re-roll the dice

to determine its spotting distance.

Vectored Engines This vehicle counts as having remained stationary

for any immobilised result it may suffer.

Page 49: Eldar Codex v.3

Autarch Powers

Master Strategist For each Autarch with Master Strategist in the

army, all reserve rolls may be modified by +1 or -1

(note: all reserve rolls – if any do - must receive

the same modifier). Furthermore, each turn a

single unit may gain either the Counter-Attack, Hit

and Run or Stubborn special rule, lasting for the

during of that game turn.

The Swordwind Any unit led by the Autarch (including the Autarch

himself) gains the Preferred Enemy special rule.

Furthermore, one of each of the following units

may be taken as a troop choice. These may not

however fulfil the two mandatory troop choices

on the Force Organisation Chart: Striking

Scorpions, Howling Banshees, Fire Dragons,

Sundering Sentinels, Shining Spears, Warp Spiders,

Dark Reapers.

Note: You may not exceed the maximum of 6

Troop Choices.

Swift Strike For each unit of Guardian Jetbikes in the army, a

single unit of Vypers may be taken as a troops

choice; these Vypers are therefore scoring.

Furthermore, all models in the army equipped

with an Eldar Jetbike gain the Skilled Rider special

rule.

Seer Strike Force All Guardian Defender Squads, Warwalker and

Vyper Squadrons and Support Weapon Batteries

are BS4, whilst all Guardian Storm Squads are

WS4, in an army that includes an Autarch with the

Seer Strike Force rule. Furthermore, Farseers may

be taken as an elites choice (as well as any Seer

Councils).

Ghost Warriors Any unit of Wraithguard (of any size) led by a

Spiritseer may be taken as a troops choice.

Furthermore, any Eldar unit with line of sight to

the Autarch may use his leadership for any

leadership – but not psychic - test they are

required to take.

Armoured Consort Falcons, Fire Prisms and Night Spinners may be

taken as squadrons of 1-2, following the rules for

squadrons as described in the Warhammer 40,000

rulebook. All tanks in a squadron must be

equipped in the same manner. Furthermore, all

‘Fast, Skimmer’ vehicles may re-roll any difficult

terrain test.

Shadows and Dust All Guardian Defender and Guardian Storm Squads

in the army can Outflank. Furthermore, for each

squad of Eldar Rangers in the army, the Eldar

player may move an enemy unit D6+1 inches after

both sides have deployed, but before the first

turn. These units may not be moved outside of

their deployment zone, disembarked from a

transport or moved into dangerous terrain and

vehicles must finish facing in the same direction.

For each unit of Eldar Rangers, the Eldar player

may nominate a unit they wish to move in this

manner and force the unit to take a leadership

test, if failed then the Eldar player may move the

unit as described above.

If this leadership test is passed, they may instead

nominate a different unit, continuing until they

have either nominated all enemy units (once), or a

unit has failed this leadership test. A unit that

passes a leadership test as described above may

be nominated again through another Eldar Ranger

squad, vehicles count as Ld10 for the purposes of

these leadership tests.

Page 50: Eldar Codex v.3

Created by David ‘Just Dave’ Martin

Prototype Design and Support by MajorTom11 of Dakkadakka.com with

contributions from Yakface, owner of Dakkadakka.com and Dakka DCM’s.

Please don’t hesitate to contact me with any feedback, questions and your

experiences with this Codex:

[email protected]

Thanks,

[Just] Dave.

Page 51: Eldar Codex v.3

This Codex is not an official product of Games Workshop PLC and your opponent’s permission should be

asked before use. Not matter how good a product this may (or may not) be.

Document created by, and property of David Martin/’Just Dave’. ©

No claim is made to the possession of any images contained within this document.

This product is completely unofficial and in no way endorsed by Games Workshop Limited.

Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, the Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.