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Eldar Codex v.3

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Codex:

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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

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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.

(4)

Eldrad Ulthran, Farseer of Ulthwe

220pts

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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.

(5)

Athairiel Mornynnstar, Battleseer of Biel-tan

160pts

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Athairiel Morniynnstar

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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.

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Prince Yriel, Autarch of Iyanden

165pts

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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.

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Phoenix Lord

210pts (each)

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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.

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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, 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)

(9)

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.)

(10)

Avatar of Khaine

220pts

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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).

(11)

Farseer

85pts

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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

(12)

Warlock Seer Council

70pts

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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

(13)

Autarch

75pts

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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

(14)

Striking Scorpions

95pts

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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.

(15)

Howling Banshees

95pts

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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”.

(16)

Fire Dragons

95pts

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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.

(17)

Sundering Sentinels

84pts

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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.

(18)

Wraithguard

114pts

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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.

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Iyanna Arienal, Angel of Iyanden

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Iyanna Arienal

4

4

3

3

2

4

2

9

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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.

(20)

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.

(21)

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.

(22)

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).

(23)

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.

(24)

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

(25)

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

(26)

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

(27)

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.

(28)

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 re-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.

(29)

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.

(30)

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.

(31)

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.

(32)

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.

(33)

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

(34)

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.

(35)

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:

(36)

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:

(37)

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

References

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