Beruflich Dokumente
Kultur Dokumente
By Doug Newton-Walters
Dragon Knights
O
T
Dragon Knight
Champion
WS BS S T W I A Ld Sv
4 3 3 3(4) 1 5 1(2) 8 4+
5 4 3 3(4) 1 5 2(3) 9 4+
Baron
T
Baron
WS BS S
6 6 3
T
3
W
3
I
6
A Ld Sv
3 10 5+
Dragonlord
T
Dragonlord
WS BS S
5 0 7
T
6
W
4
I
3
A Ld Sv
3 10 3+
SPECIAL RULES
Ridden Creature: The Carnosaur is ridden by a mighty
Exodite champion. Any wargear or equipment is used by
the rider, not the mount. Any shooting is resolved at BS 6.
DragonKin
O
T
DragonKin
WS BS S
4 0 6
T
5
W
2
I
3
A Ld Sv
2 9 4+
Kinsmen
Kinsman
Knight
WS BS S
3 3 3
4 3 3
T
3
3
W
1
1
I
4
5
A Ld Sv
1 8 5+
1 8 5+
SPECIAL RULES
Fleet.
Rangers
E
T
Ranger
WS BS S
4 3 3
T
3
W
1
I
4
A Ld Sv
1 8 5+
SPECIAL RULES
Fleet.
Skirmishers
O
]
Skirmisher
Knight
WS BS S
3 3 3
4 3 3
T W
3 1
3 1
I
5
6
A
1
1
Ld Sv
8 5+
8 5+
Hunting Packs
O
h
Hunting Drake
Drakemaster
WS BS S T W
3 0 4 4
1
5 4 3 3(4) 1
I
3
5
A Ld Sv
2 7 5+
3 9 4+
Thunder Lizards
Thunder Dragon
WS BS S
T W I A Ld Sv
3 3 4 3(4) 2 3 1 8 4+
SPECIAL RULES
Slow and Purposful.
Megadon
E
T
Megadon
WS BS S
3 0 6
T
6
W
6
I
2
A Ld Sv
2 8 3+
Wargear
This section of Codex: Harlequins details the myriad weapons and equipment used by the
mysterious Eldar Harlequins, along with rules to use them in games of Warhammer 40,000.
Weapons
BRIGHTLANCE
Powerful laser cannons, Brightlances use extremely
sophisticated focusing crystals. These can focus laser energy
so precisely that at over a certain thickness armour becomes
redundant. A Brightlance has the following profile:
Range: 36"
S: 8
AP: 2
BIO-EXPLOSIVE AMMUNITION
These are rounds crafted using the same toxins as those
found in the shrieker cannon. Weapons with this ammunition
become Pinning.
TANGLEFOOT GRENADES
Shadowseers often supplement their Creidann with Tanglefoot
grenades, to prevent the enemy escaping. When a Tanglefoot
grenade detonates it creates a gravitic disruption field, causing
its targets to tumble, fall over and generally stagger around.
Tanglefoot grenades are used when the bearer charges into
combat and their effects last for that round only. Any enemy
units charged by a model with Tanglefoot grenades must roll
2d6 and choose the lowest value when determining sweeping
advance, whether they won the combat or not.
HAND FLAMER
An exquisitely crafted weapon, the hand flamer utilises
advanced eldar micro technology and appears more like a
small dirk than a gun. It may be shot as a flamer once during
the game but due to its small size and bladed attachments
may also be used as a close combat weapon.
RIVEBLADES
These blades are the pinnacle of eldar craftsmanship,
combining monofilament technology with highly powered
neuro blades in a matching pair of elegant gauntlets. Only
those who have learned the most difficult dances are
capable of wielding them. A skilled thrust can send multiple
monomolecular wires through the target's body, shredding it in
a welter of bloody chunks. Riveblades count as a two handed
power weapon with the Rending special rule. Roll a dice for
each rending hit scored, on a 6 the target is killed outright,
irrespective of the number of wounds it has.
DIRGE AMMUNITION
Unlike Shrieker ammunition these rounds are designed for
taking out enemy armour, and are consequently denser and
larger, producing a deep throbbing sound as they are fired.
A weapon may choose to fire their normal rounds or a Dirge
round, chosen before the roll to hit is made. Dirge Ammunition
has the following profile:
Range: 24"
S: (8)
AP: 2
AP: 4
Type: Assault 1
NEURO-DISRUPTOR
A neuro-disruptor uses intricate psychocrystalline circuitry
to emit a wave of particles that disrupt the brains neural
pathways, turning the target into a drooling imbecile or killing
them outright. The Neuro-disruptor uses the flame template
and is fired like any other flame weapon. However, do not roll
to wound as normal. The neuro-disruptor has a Strength of
8, but rather than using the targets Toughness values, their
Leadership is used. Other than this, the To Wound chart is used
as normal. For example, a Leadership 9 model is wounded on
a 5+. A roll of a 1 always fails to inflict a wound. If a Neurodisruptor template touches a vehicle, roll a D3 on the glancing
hits table as the crews brains are partially protected by the
vehicles armour (there is no need for an armour penetration
roll). The Neuro-disruptor has the following profile:
Range: Template
S: 8
Range: 12"
S: 7
AP: 2
Type: Pistol
FUSION PISTOL
These compact, handheld melta weapons are as beautiful as
they are destructive. Fusion pistols have the following profile:
Range: 6"
S: 8
AP: 1
SHREIKER CANNON
These are highly ornamented shuriken cannons and form part
of the ritual weaponry of the Death Jesters. They get their
name from the ammunition they fire, hollow discs impregnated
with genetic toxins that cause their targets to rupture and
explode in a horrific fashion. A Shrieker cannon has the
following profile:
Type: Assault 1
HALLUCINOGEN GRENADES
A Creidann grenade launcher worn by a Shadowseer fires
these to disrupt enemy formations, and confuse the foe.
These count as plasma grenades and double unit size
for the purposes of outnumbering in combat (including for
determining wounds from No Retreat!).
Range: 24"
S: 6
AP: 5
Weapons
LANCE
The lance is the most common weapon used amongst the
mounted Exodite warriors. Elegantly constructed from exotic
Eldar materials, in the hands of a skilled warrior they can be
deadly. A model with a lance receives the Furious Charge
special rule.
FUSION LANCE
Due to their combat predilections the Exodites have developed
several different lance weapons built around the same design
as the laser lance. The fusion lance uses a microfusion core
to produce an intense short ranged fusion blast. On the turn a
model with a fusion lance charges they count as having a S8
power weapon. It rolls 2D6 for armour penetration. It may also
be used as a ranged weapon with the following profile:
SHOCK LANCE
Shock lances are most commonly used by the kinsmen driving
the huge megadon herds. They deliver a powerful energy
blast when in contact with the target, merely an annoyance to
a massive megadon, but fatal to anything else. On the turn a
model with a shock lance charges they count as having a S6
close combat weapon.
Range: 6"
S: 6
AP: 4
AP: 1
PLASMA LANCE
The other most common lance design is the plasma lance.
Using the advanced containment technology of the eldar this
can deliver a rapid burst of plasma blasts. On the turn a model
with a plasma lance charges they count as having a S8 power
weapon. It may also be used as a ranged weapon with the
following
profile:
LASER LANCE
Perhaps the most famous eldar lance weapon, these are
most often seen wielded by the majestic shining spear aspect
warriors. They deliver intense short ranged laser blasts
capable of cutting down almost any target. On the turn a
model with a laser lance charges they count as having a S6
power weapon. It may also be used as a ranged weapon with
the following profile:
Range: 6"
S: 8
Range: 6"
S: 6
AP: 2
Type: Assault 2
RAPTOR
Another reptilian mount in the Exodite stable is the Raptor, a
relative of the Drake. These are wiry, fast predators that are
used as out riders and flankers by the Exodite Barons. Any
model riding a Raptor changes its unit type to Cavalry and
adds +1 to its riders Initiative. In addition the model may roll
2D6 and choose the highest for any Fleet moves. Raptors
confer the Predatory special rule on their rider.
DRAKE
The Drake is a lesser Dragon, fit for the bondsmen and lower
classes that work the land of the nobility. Despite their lower
station, Drakes are still deadly predators, and when the
Exodites go to war many of their kinsmen do so atop a Drake.
Any model riding a Drake changes its unit type to Cavalry and
adds +1 to its riders Toughness. Drakes confer the Predatory
special rule on their rider.
DRAGON
The Pride of the Exodite nobility, Dragons are massive reptilian
hunters, one of the top predators in the forests of the maiden
worlds. Only the nobles are allowed the honour of riding these
beasts, and joining the Dragon Knights is one of the highest
accolades a nobleson can receive. In battle Dragons are all
but unstoppable tearing the enemy to pieces with their claws
and teeth whilst their rider blasts them with his laser lance.
Any model riding a Dragon changes its unit type to Cavalry
and adds +1 to its riders Toughness, Attacks, and Save.
Dragons confer the Predatory special rule on their rider.
10
Psychic Powers
Patriarchs, Magus', and Lesser Magi all count as Psykers. Unless otherwise stated these
powers work automatically and don't require a Psychic Test to function.
TELEPATHIC ORDER
This power allows the psyker to extend the zone of influence
of their Brood Synapse ability. Use at the start of the
Genestealer Cult turn. If the psychic test is passed, the radius
of the Brood Synapse ability is increased by 6" until the start
of the next Genestealer Cult turn.
PSYCHIC WARD
The psyker is particularly useful in countering the abilities of
Armour
SCALY SKIN
All dragons possess some form of scaly skin, a natural
protection from enemy attacks. Models with scaly skin have
a wide variety of armour saves, and there is no one value. A
model possessing scaly skin may have a 6+, 5+, 4+, or even
3+ armour save. The specific save they receive will be in their
profile.
FLAK ARMOUR
Mesh armour is the standard combat armour used by eldar.
It consists of hundreds of thousands of microscopic scales
woven togther so that they flow around the wearer's body. Any
impact causes the mesh to momentarily stiffen, spreading it
out and lessening the blow. A model wearing mesh armour
receives a 5+ armour save.
11
The army list is split into five sections. All the squads, vehicles,
and characters in the army are placed into one of these
depending upon their role on the battlefield. Each model is
also given a points value, which varies depending on how
effective that model is in battle. Before you choose an army,
you will need to agree with your opponent upon a scenario
and the total number of points each of you will spend. Then
you can proceed to pick your army as described below.
Unit Name: The type of unit, which may also showa limitation
on the maximum number of choices you can make of that unit
type.
12
g HQ g
85 points
Baron
Baron
Pts/Model WS BS S T W I
70
6 6 3 3(4) 3 6
Options:
Replace shock lance with one of the following:
- Laser lance for 5 points
- Fusion lance for 15 points
- Plasma lance for 15 points
A Ld Sv
4 10 4+
Unit Type:
Cavalry
Number/Squad:
1
Wargear:
Shuriken pistol
Shock lance
Mesh armour
Dragon
Special rules:
Independent Character
Dragonlord
Dragonlord
Pts/Model WS BS S
120
5 0 7
120 points
T W I
6 5 3
Options:
Replace shock lance with one of the following:
- Laser lance for 10 points
- Fusion lance for 20 points
- Plasma lance for 20 points
A Ld Sv
3 10 3+
Unit Type:
Monstrous Creature
Number/Squad:
1
Wargear:
Shuriken pistol
Shock lance
Wraithbone barding
Scaly Skin
Special rules:
Furious Charge
Ridden Animal
Fleet
50 points
Seer
Seer
Pts/Model WS BS S
50
5 5 3
T
3
W I
3 5
Options:
Replace shock lance with one of the following:
- Laser lance for 5 points
- Fusion lance for 15 points
- Plasma lance for 15 points
A Ld Sv
1 10 5+
Unit Type:
Infantry
Number/Squad:
1-3
Wargear:
Shuriken pistol
Witchblade
Wraith armour
Special rules:
Independent Character
Advisors
13
w Elites w
20 points each
Dragon Knights
Dragon Knight
Champion
Pts/Model WS BS S T W I
20
4 3 3 3(4) 1 5
+12
5 4 3 3(4) 1 5
Options:
The unit may replace their shock lances with laser lances for
5 points each
A Ld Sv
2 8 4+
3 9 4+
Character:
May upgrade one model to a Champion for 12 points
Unit Type:
Cavalry
The Champion may replace his shock lance with one of the
following:
- Fusion lance for 15 points
- Plasma lance for 15 points
Number/Squad:
5-10
Wargear:
Shuriken pistol
Shock lance
Mesh armour
Dragon
50 points each
0-1 DragonKin
DragonKin
Options:
The unit may replace their shock lances with one of the
following:
- Fusion lance for 15 points
- Plasma lance for 15 points
- Laser lance for 5 points
Pts/Model WS BS S T W I A Ld Sv
50
4 0 6 5 3 3 2 9 4+
Unit Type:
Monstorus Creature
Number/Squad:
1-3
Wargear:
Shuriken pistol
Shock lance
Scaly Skin
Special rules:
Furious Charge
Ridden Animal
Fleet
14
{ Troops {
8 points each
Kinsmen
Kinsman
Knight
Pts/Model WS BS S
8
3 3 3
+8
4 3 3
T W I
3 1 4
3 1 5
Options:
Up to two models may replace their shuriken catapult with
one of the following:
- Flamer for 5 points
- Fusion gun for 10 points
A Ld Sv
1 8 5+
1 8 5+
Unit Type:
Infantry
Character:
May upgrade one model to a Knight for 8 points
Number/Squad:
10-20
Wargear:
Shuriken catapult OR shuriken pistol and close combat
weapon
Mesh armour
The entire unit may upgrade to ride drakes for 4 points per
model
If the unit has upgraded to ride drakes they may replace
their shuriken catapults with lances and shuriken pistols for 2
points each
Special rules:
Fleet
19 points each
Rangers
Ranger
Pts/Model WS BS S
8
3 4 3
T W I
3 1 4
Special rules:
Fleet
Masters of Stealth
Pathfinders
A Ld Sv
1 8 5+
Unit Type:
Infantry
Options:
The entire unit may upgrade to pathfinders for 5 points per
model
Number/Squad:
5-10
Wargear:
Longrifle
Shuriken pistol
Mesh armour
15
B Fast Attack B
12 points each
Skirmishers
Skirmisher
Knight
Pts/Model WS BS S T
12
3 3 3 3
+8
4 3 3 3
W
1
1
I
5
6
Options:
Up to two models may replace their shuriken catapult with
one of the following:
- Flamer for 5 points
- Fusion gun for 10 points
A Ld Sv
1 8 5+
1 8 5+
Unit Type:
Cavalry
Character:
May upgrade one model to a Knight for 8 points
Number/Squad:
5-10
Wargear:
Shuriken pistol
Close combat weapon
Mesh armour
Raptor
The unit may replace their close combat weapons with shock
lances for 4 points each
The Knight may replace his close combat weapon with a
laser lance for 10 points
Special rules:
Outriders
10 points each
Hunting Pack
Hunting Drake
Drakemaster
Wargear:
Hunting drake:
Close combat weapon
Scaly skin
Pts/Model WS BS S T W I A Ld Sv
10
3 0 4 4
1 3 2 7 5+
15
4 3 3 3(4) 1 5 2 8 4+
Unit Type:
Cavalry
Drakemaster:
Shuriken pistol
Beast catcher
Mesh armour
Dragon
Number/Squad:
1 Drakemaster and 10-20 Hunting Drakes
Special rules:
Predatory
16
C Heavy Support C
90 points
Megadon
Megadon
Pts/Model WS BS S
100
3 0 6
T W I
6 6 2
Options:
Must choose two weapons from the following:
- Shuriken cannon for 5 points
- Scatter laser for 15 points
- Eldar missile launcher for 20 points
- Star cannon for 25 points
- Bright lance for 30 points
A Ld Sv
2 8 3+
Unit Type:
Monstrous Creature
Number/Squad:
1
Wargear:
Twin-linked shuriken catapults
Scaly skin
Wraithbone barding
Special rules:
Fearless
Ridden creature
20 points each
Thunder Dragons
Special rules:
Slow and Purposeful
Pts/Model WS BS S T W I A Ld Sv
Thunder Dragon
20
3 3 4 3(4) 2 3 1 8 4+
Options:
One in three models may replace their shuriken cannon with
one of the following:
- Scatter laser for 15 points
- Eldar missile launcher for 20 points
- Star cannon for 25 points
- Bright lance for 30 points
Unit Type:
Infantry
Number/Squad:
3-6
Wargear:
Shuriken cannon
Scaly skin
17
SUMMARY
Unit Types
Ranged Weapons
WS BS
Ld
Sv
Range
S AP Type
Patriarch
10
4+
Laspistol
12"
Pistol
Magus
10
4+
Lasgun
24"
Neophyte Guard
5+
Lascannon
48"
Rapid Fire
2 Heavy 1
Brood Guard
10
4+
Bolt pistol
Genestealer
10
5+
Heavy bolter
12"
5 Pistol
36"
Neophyte
5+
4 Heavy 3
Autocannon
48"
4 Heavy 2
Acolyte
5+
Brood Brother
Meltagun
12"
1 Assault 1, Melta
Plasma gun
24"
2 Rapid Fire
Brood Biker
3(4)
5+
Acolyte Biker
3(4)
5+
Demolition bomb*
6"
Multi melta
24"
1 Heavy 1
Plasma cannon
36"
2 Heavy 1, Blast
Inferno cannon*
24"
4 Heavy 1
Heavy stubber
36"
6 Heavy 3
48"
48"
8
4
3 Heavy 1
6 Heavy 1, Blast
24"
24"
6
3
4 Assault 1
6 Assault 1, Blast
Flamer
Template 4
5 Assault 1
Vehicles
Armour
BS
Front
Side
Rear
Cult Limousine
12
11
10
Chimera
12
10
10
Hellhound
12
12
10
Groundcar
10
10
10
Leman Russ
14
12
10
14
13
11
18