Beruflich Dokumente
Kultur Dokumente
The Eldar are an ancient race, brought low from the height of their power by their own hubris and
decadence. Though merely a sliver of a shadow of their former glory, the Eldar are still in possession of
amazing power, utilizing technology of exquisite sophistication and knowledge of the most puissant
Psychic power any living being has ever seen. Most Eldar live and travel on the great Craftworlds,
created to save their race from the destruction of their civilization.
Eldar martial disciplines consists of several Paths, representing ancient techniques for the waging of
war and the exaltation of the legendary warriors that developed them.
Disposition of Forces
You may spend two Challenge Points to purchase the following unit:
Farseer
You may spend any number of Challenge Points, gaining one of the following units for each point
spent:
Guardians
Guardian Jetbikes
Warlocks*
*You may have only one of this unit for each Farseer in your force.
You may spend any number of Challenge Points, gaining one of the following units for every two
points spent:
Dire AvengersE
Howling BansheesE
Fire DragonsE
Striking ScorpionsE
Dark ReapersE
Swooping HawksE
WarpspidersE
Shining SpearsE
RangersE
Vyper Squadron
FalconH
Fire PrismH
War Walker Squadron
E
This is an Elite unit selection.
H
This is a Heavy unit selection.
You may spend three Challege points to gain the following unit:
Avatar of KhaineH
H
This is a Heavy unit selection
Name Farseer
Quality Elite
Resolve Determined
Armor Rune Armor (+4)
Rating
Traits Runes of Warding, Runes of Witnessing, Psyker, Quick,
Agile
A Farseer is an Independent Character. A Farseer is equipped with a Shuriken Pistol, Witchblade, Spirit
Stones and a Ghost Helm.
Name Warlock
Quality Regular
Resolve Determined
Armor Rune Armor (+4)
Rating
Traits Psyker, Agile
A unit of Warlocks consists of 4 models. Each Warlock is equipped with a Witchblade and Shuriken
Pistol.
Every model may use any of the Psychic Powers that the unit possesses.
For each Warlock that is killed or wounded, select one Power that the unit can no longer use.
Name Dire Avengers
Quality Regular
Resolve Determined
Armor Carapace Armor
Rating (+2)
Traits Quick, Fleet, Agile
A unit of Dire Avengers consists of 9 models. Each Dire Avenger is equipped with an Avenger Shuriken
Catapult.
The Exarch may replace its Shuriken Catapult with a Diresword and Shuriken Pistol or a Power
Weapon and Shimmershield.
Defend- Enemy units in Close Assault with the Dire Avengers reduces its number of attacks by 1, to a
minimum of 1.
Name Howling Banshees
Quality Regular
Resolve Determined
Armor Carapace Armor
Rating (+2)
Traits Quick, Fleet, Agile
A unit of Howling Banshees consists of 9 model. Each Howling Banshee is equipped with a Power
Weapon, Shuriken Pistol and Banshee Mask.
The Exarch may replace its Power Weapon with an Executioner or Triskele.
The Exarch may replace its Power Weapon and Shuriken Pistol with paired Mirrorswords.
Acrobatic- The Howling Banshees (including the Exarch) gains the Counter-Attack Trait.
The Exarch may replace its Fusion Gun with a Dragon's Breath Flamer or Firepike.
Crackshot- The Exarch's Shooting attacks always count the target as Unconcealed.
Name Striking
Scorpions
Quality Regular
Resolve Determined
Armor Power Armor
Rating (+4)
Traits Quick, Fleet,
Agile
A unit of Striking Scorpions consists of 10 models. Each Striking Scorpion is equipped with a Shuriken
Pistol, Scorpion Chainsword, Mandiblasters and Plasma Grenades.
The Exarch may replace its Shuriken Pistol with a Scorpion's Claw.
The Exarch may replace all of his weapons with a pair of Chainsabers.
Stalker- The unit ignores the Movement penalty for moving through Difficult Terrain.
Name Dark Reapers
Quality Regular
Resolve Determined
Armor Power Armor
Rating (+4)
Traits Quick, Fleet,
Agile
A unit of Dark Reapers consists of 4 models. Each Dark Reaper is equipped with a Reaper Launcher.
The Exarch may replace its Reaper Launcher with a Shuriken Cannon, Eldar Missile Launcher or
Tempest Launcher at no cost.
Fast Shot- The Exarch doubles the Fire Effect modifier of the weapon he is wielding.
The Exarch may replace its Lasblaster with a Hawk's Talon or Sunrifle.
The Exarch may replace its Death Spinner with a Spinneret Rifle.
The Exarch may replace the Twin-linked Shuriken Catapult on his Jetbike with a Shuriken Cannon.
The Exarch may replace his Laser Lance with a Power Weapon or Starlance.
Hit and Run- After the unit has made all of its Close Assault attacks, the unit may immediately retreat
from the Close Assault as though they had lost.
Name Rangers
Quality Regular
Resolve Determined
Armor Power Armor (+4)
Rating
Traits Agile, Infiltrate, Master of Stealth,
Snipers
A unit of Rangers contains 5 models. Each Ranger is equipped with a Ranger Long Rifle.
You may spend a Challenge Point to upgrade the Rangers into Pathfinders. Pathfinders gain the Master
of Stealth Trait a second time.
Name Guardians
Quality Conscript
Resolve Determined
Armor Flak Armor (+1)
Rating
Traits Fleet
A unit of Guardians consists of 10 models. Each Guardian is equipped with a Shuriken Catapult.
You may spend a Challenge Point to add 10 additional models to the unit. If you do, a Warlock
accompanies the unit at no additional cost. Choose one Warlock Psychic Power that the Warlock
possesses.
You may organize two Guardians into a Heavy Weapons team, equipped with a Heavy Weapons
Platform with a Bright Lance, Eldar Missile Launcher, Scatter Laser, Shuriken Cannon or Starcannon.
You may upgrade the unit to Storm Guardians at no cost. If you do, replace the units Shuriken
Catapults with Shuriken Pistols and Close Combat Weapons. They may not take a Heavy Weapons
Platform; however, up to two Guardians may replace their Shuriken Pistols with Flamers or Fusion
Guns.
Name Guardian Jetbikes
Quality Conscript
Resolve Determined
Armor Power Armor
Rating (+4)
Traits
A unit of Guardian Jetbikes consists of 6 models. Each Guardian is equipped with a Eldar Jetbike.
You may spend a Challenge Point to add 6 additional models to the unit.
For every 3 models in the unit, one Guardian may replace the Twin-linked Shuriken Catapult on his
Jetbike with a Shuriken Cannon.
Name Vyper
Armor +0
Movemen Skimmer (18” Crusing, 30”
t Flank)
Crew 2 (Conscript)
A Vyper is equipped with a Twin-Linked Shuriken Catapult.
In addition, it is equipped with one of the following weapons: Eldar Missile Launcher, Starcannon,
Scatter Laser, Shruiken Cannon or Brightlance.
Name Falcon
Armor +4
Movemen Skimmer (18” Cruising, 30”
t Flank)
Crew 3 (Conscript)
A Falcon is equipped with a Twin-Linked Shuriken Catapult and a Pulse Laser.
In addition, it is equipped with one of the following weapons: Scatter Laster, Eldar Missile Launcher,
Star Cannon or Bright Lance.
You may replace its Twin-Linked Shuriken Catapult with a Shuriken Cannon at no cost.
You may replace the Fire Prisms Twin-Linked Shuriken Catapult with a Shuriken Cannon.
Banshee Mask
A model equipped with a Banshee Mask always strikes first in Close Assault if it Charged.
Biting Blade
Whenever a model is struck by an Attack with a Biting Blade, it suffers a number of hits equal to the
number of successful Attacks made with the Biting Blade.
For example, if the attacker hits three enemy models, each of the three models is hit three times.
Chainsabers
Chainsabers are always used in pairs, and grant an additional attack in Close Assault. In addition, a
model wielding Chainsabers may reroll any missed attacks in Close Combat.
Because they use both of the models hands, Chainabers prevent the model for using any other weapons
at the same time.
Diresword
A Diresword counts as a power weapon. Once per turn, the controller of the model equipped with the
Diresword may select a single model wounded by it. That model takes a morale test, suffers a wound
for each failed die.
Eldar Jetbike
A model equipped with an Eldar Jetbike moves like a vehicle, with a Cruising Speed of 12” and a Flank
Speed of 18”. It suffers a -3 penalty to Fire Effect for firing before or after moving at Flank Speed, and
Shooting attacks against it suffers a -1 penalty to Fire Effect after moving at Flank Speed. An Eldar
Jetbike is a Skimmer; its movement ignores terrain and gains no protection from terrain. A Skimmer
cannot be the target of a Close Assault from a unit that is not also a Skimmer.
In addition, an Eldar Jetbike is equipped with a Twin-linked Shuriken Catapult, which the rider may
fire instead of a personal weapon.
A model equipped with an Eldar Jetbike doubles the distance it falls back if it retreats from Close
Assault.
Whenever a unit would become Under Fire from an attack with a Plasma Missile, they become Pinned
instead.
Executioner
An Executioner counts as a Power Weapon. Attacks with an Executioner always hit on a 4+, and an
Executioner gives a +1 bonus to Close Assault resolution against vehicles.
An Executioner is a two-handed weapon, preventing its wielder from using any other weapons at the
same time.
Firepike
A Firepike is a Special weapon. A Firepike has the Melta Special Rule; if an attack with a Firepike hits
a vehicle at Short Range, roll an additional 1d6 for Damage.
Fusion Gun
A Fusion Gun is a Special Weapon. A Fusion Gun has the Melta Special Rule; if an attack with a
Fusion Gun hits a Vehicle at Short Range, roll an additional 1d6 for Damage.
Ghosthelm
If a model equipped with a Ghosthelm would suffer Perils of the Warp, roll 1d6; on a 4+, the unit
ignores the Perils of the Warp.
Mandiblasters
A mode equipped with Mandiblasters gains an additional attack in Close Assault.
Meltabombs
A unit equipped with Meltabombs gains a +2 bonus to Close Assault Resolution against vehicles, or
+2d6 if the unit didn't move.
Mirrorswords
Mirrorswords count as paired Power Weapons. A model equipped with Mirrorswords gain an additional
attack in Close Assault.
Because they use both hands, they prevent the wielder from using any other weapons at the same time.
Power Weapon
In Close Assault, an enemy model must reroll their Saves against Power Weapon attacks.
The Sniper's player allocates hits scored with the Sniper weapon.
If you roll a natural '6' when determining Fire Effect with a Ranger Long Rifle, the Damage of the
weapon doubles to +6.
In addition, a Ranger Long Rifle has the Rending and Pinning special rule; whenever you roll a 6 for
damage with a Ranger Long Rifle, roll an additional die. Whenever a unit would become Under Fire
from an attack with a Ranger Long Rifle, it becomes Pinned instead.
Rune Armor
A model with Rune Armor gains a +4 Shield bonus to Armor Rating.
Scorpion Chainsword
A Scorpion Chainsword is a Close Combat Weapon. Attacks with a Scorpion Chainsword always hit on
a 4+ in Close Assault.
Scorpion's Claw
A Scorpion's Claw counts as both a Power Fist and Shuriken Catapult.
As a Power Fist, the Scorpions Claw always hits on a 3+ in Close Assault, and gives a +2 bonus to
Close Assault resolution.
Shimmershield
Whenever a model equipped with a Shimmershield, or any member of the unit it is attached to is hit in
a Close Assault, you may roll roll 1d6; on a 5+ the hit is negated. This may be taken even after a model
has already failed a Save.
Shuriken Catapult
A Shuriken Catapult is a Squad Basic Weapon.
Shuriken Pistol
A Shuriken Pistol is a Squad Basic Weapon. As a Pistol, it gives a +1 bonus to Close Assault resolution.
Spirit Stones
A model equipped with Spirit Stones may use one additional Psychic Power per activation.
Sunrifle
A Sunrifle is a Special Weapon.
Triskele
A Triskele counts as a Power Weapon. In addition, a model equipped with a Triskele may use it as a
Ranged weapon in a Shooting Attack.
It statistics as a Ranged Weapon may be found in the Special and Heavy Weapons table.
Wailing Doom
The Wailing Doom counts as a Close Combat Weapon in Close Assault.
In addition, it may be used to make Ranged attacks when its wielder Shoots. It's statistics are found in
the Heavy and Special Weapons table.
When a unit equipped with a Warp Jump Generators Rushes, it moves an additional 2d6” instead of 6”.
If you roll doubles, the unit moves the additional movement normally, but one member of the unit of
the controllers choice disappears into the warp and is removed as a casualty.
Witchblade
Any non-vehicle model hit by a Witchblade in Close Assault suffers two additional hits . In addition, a
Witchblade gives +3 to Close Assault resolution against Vehicles.
Wraithcannon
A Wraithcannon is a Special Weapon. Shooting attacks with a Wraithcannon ignore the Armor Rating
or Armor of the target.
Daemon
A unit with this Trait is a Warp-Spawned Daemon. Certain Psychic Power or pieces of Wargear have
special effects against it.
Fleet
When a unit with this Trait Rushes, it moves an additional 6”.
Inspiring
All friendly units within 12” of a model with this Trait become Fearless, automatically passing all
Morale Tests.
Master of Stealth
Whenever a unit with this Trait has Cover from a Shooting Attack and is outside of Base Range, it
counts as at one Range father away. (short to medium and medium to long). If it was already at Long
Range it cannot be targeted.
Molted Body
A model with this Trait is immune to all attacks by flame weapon and weapons with the Melta Special
rule.
Monstrous Creature
A model with this Trait is so massive that it counts as 10 model when determining who is outnumbered
in Close Assault. In addition, all of it Attacks in Close Assault counts as Power Weapon attacks.
Psyker
A model with this Trait is able to use Psychic Powers.
Quick
A model with this Trait strikes before units without it in Close Assault.
Runes of Warding
Whenever an enemy model takes a Psychic Test, the Farseers controller may give a +1 bonus or -1
penalty to any of the dice. The player choose which dice are affected, and which effect to apply to each.
Runes of Witnessing
A model with this Trait rolls an additional die when taking Psychic Tests and keeps three of its
controllers choice.
Weapon Master
A model with this Trait gains a +1 bonus to all Attack rolls in Close Assault.
Eldar Psychic Powers
Conceal
This Psychic Power is always active and requires no Psychic Test to activate.
The Psyker and the unit he is attached to, if any, always counts as at least Partially Concealed.
Destructor
This Psychic Power is always active and requires no Psychic Test to activate. The Psyker may choose
to use this power instead of Shooting a weapon.
This power counts as a Special Weapon. The statistics can be found in the Heavy and Special Weapons
Table.
Doom
With a successful Psychic Test, the Psyker targets one enemy non-vehicle unit within 24.” The enemy
is affected until the beginning of the Farseers next activation, or until it is the target of a Shooting
attack or Close Assault.
Shooting attacks against the affected unit roll twice for Damage, keeping the best result.
All attacks against the affected unit in Close Assault reroll if they miss.
Eldritch Storm
With a successful Psychic Test, the Psyker may choose to use this power instead of Shooting a weapon.
This power counts as a Special Weapon. The statistics can be found in the Heavy and Special Weapons
Table.
Embolden
This Psychic Power is always active and requires no Psychic Test to activate.
Enhance
This Psychic Power is always active and requires no Psychic Test to activate.
The Psyker and the unit he is attached to gains the Quick Trait and counts as one Quality level higher in
Close Assault, to a maximum of Elite.
Fortune
The Psyker selects one friendly unit within 6”. The friendly unit is affected until the beginning of the
Farseers next activation, or until it performs a Shooting attack or Close Assault.
The affected unit rolls Armor Rating twice for each hit it suffers from a Shooting attack, keeping the
better result.
The affected unit rolls twice for Fire Effect, keeping the best result.
The affected unit rolls twice for Close Assault resolution, keeping the best result.
Mind War
With a successful Psychic Test, the Psyker may choose to use this power instead of Shooting a weapon.
The Psyker selects one enemy model within 18”. Both the Psyker and the targeted model take Psychic
Tests. Whichever character scores more successes inflicts a number of wounds equal to the difference
to the loser.