Eldar Wargear
Eldar Weaponry Eldar Psychic Powers Other Equipment Eldar Vehicle Upgrades
Weapons
Bright Lance:
Fusion Gun:
Range Strength 6 AP 1 Special Assault 1, Melta
Range Bright Lance 36
Strength 8
AP 2
Special Heavy 1, Lance
Fusion Gun
18
Fusion Pistol:
Range Fusion Pistol 6 Strength 6 AP 1 Special Pistol, Melta
Deathspinner:
Range Deathspinner Template Strength 3 AP Special Assault 1, Rending
Hallucinogen Grenades: See the Harlequins unit entry Harlequins Kiss: Rending CCW
D-Weaponry:
Range Wraithcannon 18 Strength X AP 2 Special Assault 1 Heavy 1, Large Blast
Hawks Talon:
Range Hawks Talon 18 Strength 5 AP 4 Special Assault 3, Pinning
D-Cannon
24
Doomweaver:
Range Doomweaver 36 Strength 6 AP 4 Special Heavy 3
Haywire Grenades: As per current ruleset. Lasblaster:
Range Lasblaster 18 Strength 3 AP 5 Special Assault 3, Pinning
Eldar Missile Launcher:
Range Eldar Missile Launcher (Sabot) Eldar Missile Launcher (Plasma) 48 Strength 8 AP 3 Special Heavy 1
48
Heavy 1, Blast
Laser Lance: A laser lance is a one handed close combat weapon that renders its bearer S6 in close combat, striking in initiative order, in addition, a laser lance my be red with the following prole:
Range Laser Lance 6 Strength 6 AP 2 Special Assault 1, Lance
Flamer: See the Warhammer 40,00 rulebook. Firepike:
Range Firepike 18 Strength 8 AP 1 Special Assault 1, Melta, Lance
Meltabombs: See the Warhammer 40,00 rulebook.
Plasma Grenades: See the Warhammer 40,00 rulebook. Power Weapon: See the Warhammer 40,00 rulebook. Pathnder Rie:
Range Pathnder Rie 36 Strength X AP 4 Special Heavy 1, Sniper, Special
Reaper Launcher: See the Dark Reaper Aspect Warriors unit entry.
Range Reaper Launcher 36 Strength 6 AP 4 Special Heavy 3
Scatter Laser:
Range Scatter Laser 36 Strength 6 AP 6 Special Heavy 4
*When red against vehicles, a Pathnder rie has a base strength of 5, and rolls 2D6, pick highest penetration, stacking with rending as is normal for sniper ries. Prism Cannon:
Range Strength AP Special
Scorpion Chainsword: See the Striking Scorpion Aspect Warriors unit entry. +1S ccw Shadow Weaver:
Range Shadow Weaver 36 Strength 6 AP 6 Special Heavy 4
Prism
Cannon
(focused) Prism
Cannon
(Dispersed)
60
Heavy
1,
Blast,
Lance Heavy
1,
Large
Blast
60
Shuriken Weaponry:
Range Avenger Shuriken Catapult Shuriken Catapult 24 Strength 4 AP 5 Special Assault 2
*see unit entry for futher details. (Combines in same fashion to previous ruleset) Pulse Laser:
Range Pulse Laser 36 Strength 8 AP 2 Special Heavy 2
18
Assault 2
Shuriken Cannon Shuriken Pistol Shrieker Cannon
24
Heavy 5
12
Pistol
24
Ranger Long Rie:
Range Ranger Long Rie 36 Strength X AP 4 Special Heavy 1, Sniper
Assault 4, Poison 2+
Singing Spear: The singing spear is a two handed close combat weapon that can be thrown with the following prole:
Range Singing Spear 12 Strength 9 AP 5 Special Assault 1
Sunrie:
Range Sunrie 18 Strength 2 AP 5 Special Assault 5, Special
When used as a close combat weapon, it follows the rules for Witchblades detailed below. Spinneret Rie:
Range Spinneret Rie 12 Strength 6 AP 3 Special Assault 2, Rending, Pinning
For every hit taken from a Sunrie, the target units LD value is lowered for each hit for the purposes of taking pinning & morale tests. Swooping Hawk Grenade Pack: See the Swooping Hawk Aspect Warriors unit entry. Tanglefoot Grenades: Tanglefoot grenades are defensive grenades as described in the Warhammer 40,000 rulebook. Tempest Launcher:
Starcannon:
Range Starcannon 36 Strength 5 AP 2 Special Heavy 3
Range Tempest Launcher 36
Strength 5
AP 3
Special Heavy 2, Blast
Star Lance: A Star lance is a one handed close combat weapon that renders its bearer S8 in close combat, striking in initiative order, in addition, a star lance may be red with the following prole:
Range Star Lance 6 Strength 8 AP 2 Special Assault 1, Lance
Wraithsword: See the Wraithlord unit entry. Witchblade: The Witchblade is the weapon favoured by Eldar Farseers and Warlocks acting as a rough equivalent to the Force Weapons employed by the Adeptus Astartes. In a non-active state, a Witchblade never requires worse than a 3+ to wound when used in close combat against models with a toughness value. When used against vehicles in close combat, a Witchblade counts as S7. If activated with a psychic test at the start of the assault phase, a Witchblade counts as a power weapon in addition to always wounding on 3+. When used against vehicles in an activated state (following a successful psychic test), a Witchblade rolls 2D6 + S for armour penetration. Void Sabre: +1S,rending CCW #
Suin Daellae:
Range Suin Daellae 12 Strength 8 AP 1 Special Assault 1, Melta, Lance
Eldar Psychic Powers:
Guide: Same as current ruleset. Doom: Same as current ruleset. Fortune: Same as current ruleset. Eldritch Storm: S5 ap5 large blast template, pinning Mind War: S10 attack, wounding vs ld against specic model in LoS of farseer/ channeller. Ap2 No effect vs models without a toughness value. Causes instant death for double leadership. No cover saves. R18 Rolling Darkness: Farseer projects an aura of Nightght for a 6 radius around him/her. Locus of Night Fighting aura can be modied by channelling and the radius can doubled by successfully casting Augment. (Active) Farseer Psychic Power) Executioner: D3 S9/3+ to wound ap- hits (Active) Used in shooting phase (psy shooting attack). (Active) Farseer Psychic Power) Eldritch Tempest: S6 + 1S per pskyer involved (must declare when casting power, each psyker must pass a psytest to contribute). 1 template + 1 template per each psyker involved (like a PBS). Small Blast Ap5, rotative, pinning (Active) used in shooting phase (psy shooting attack) Eg: 1 Whiteseer, 2 Farseer, 2 Warlock = S9 Ap5 Small blast x 3, pinning ((Active) Seer Council Psychic Power) Webway Portal: lasts one turn, placed within 6 of the Seer Council (Active) Cast before reserves are rolled for. Whiteseer Psychic Power Veil of Tears: Same as current ruleset. (Passive) Shadowseer Psychic Power
Keening: Keening sharpens the plasticrystal discs thrown from Shuriken Weapons to a monomolecular penetration, allowing them to scythe apart even the toughest of foes with great ease. When successfully cast, Keening gives all shuriken weapons red by target squad or vehicle within 6 of the caster the rending USR. Keening is cast at the beginning of the players shooting phase. Keening is an (Active) Warlock Psychic Power. Channel: Channel allows a Farseer with Runes of Distance to channel their psychic powers through the amplifying Warlock. In order to channel, the Farseer must be within 12 of the Warlock possess Line of Sight to the channelling Warlock and Runes of Distance. When channelling through a Warlock, a Farseer must rst pass a psychic test to cast the psychic power. Then, the Warlock must pass a psychic test of its own to successfully channel the psychic power. If the psychic power is not cast due to nullication or psychic test failure, then the Warlock does not have to pass a psychic test as there is nothing to channel. When psychic powers are channelled through a Warlock, the Warlock is considered to be the point of origin of the psychic power, not the original caster. Channel is an (Active) Warlock Psychic Power. Augment: Double range of Farseer power. (Active) Cast at start of turn. Destructor: Same as current ruleset. (Active) Enhance: Same as current ruleset. (Passive) Fury of Asuryan: Furious charge USR. (Passive) Endure: Stubborn USR (Passive) Embolden: Same as current ruleset (Passive)
Conceal: 4+ Cover save for unit. (Passive) Amplify: A Spiritseer, after passing a psychic test has as an enlarged psychic presence of 18 for the purposes of determining if a wraithbone construct has to test for Wraithsight with regards to psychic resonance. Animate: A Spiritseer greatly quickens the movement of a target Wraithbone construct. Upon passing a successful psychic test, a Wraithbone construct within 6 (either Wraithlord or Wraithguard) of the Spiritseer gains the Fleet USR for the duration of the game turn.
Other Equipment:
Ancient Warsuit: The armour of a phoenix lord was constructed well before the time of the craftworlds, incorporating multiple spirit stones of each Exarch providing unparalleled (2+/ 5++) Aspect Warrior Warsuit: As per current ruleset. (4+ armour save) Banshee Mask: See the Howling Banshee Aspect Warriors unit entry. Eldar Jetbike: As per current ruleset. (Change unit type to jetbike, add 3+ armour save and +1T, but not for purposes of instant death.) Flip Belt: As per current ruleset. Force Shield: A force shield reects the Eldars elegance in size and function, performing an analogous purpose to the more bulky, less rened Iron Halos of the Adeptus Astartes. A Force Shield bestows upon its bearer a 4+ invulnerable save. Ghosthelm: As per current ruleset. (3+ to prevent Perils of the Warp) Guardian Bodysuit: A guardian bodysuit confers its wearer a 5+ armour save. Holo-Suit: As per current ruleset. (5+ invulnerable save) Mandiblasters: As per current ruleset. (+1A) Power Field: See the Wraithlord unit entry. (4+ inv) Reinforced Aspect Warrior Bodysuit: As per current ruleset (3+ armour save) Rune Armour: As per current ruleset. (4+ invulnerable save)
Runes of Distance: Allows a Farseer to make use of Channelling Warlocks and Psycho-conductive matrices. Runes of Warding: As per current ruleset. (All enemy psypowers must be taken on 3D6, including all dice in nal total, perils of the warp occurs on anything greater than 13) Runes of Witnessing: As per current ruleset. Spirit Stones: As per current ruleset. (Bearer may cast an additional psychic power each game turn) Swooping Hawk Wings: A model with Swooping Hawk wings is jump infantry, as described in the Warhammer 40,000 rulebook. A model with Swooping Hawk Wings may elect to move 18 in the movement phase as a longer jump move, sacricing any further actions in the shooting or assault phase, including run moves unless a unit ability allows them to do so. Targeting Optics: See the Support Weapon Battery unit entry. (+1BS) Warp Jump Generator: As per current ruleset. Webway Portal: As per codex Dark Eldar. Wraithbone Cradle: See the Seer Council unit entry.
Vehicle Upgrades:
Crystal Targeting Matrix: The Crystal Targeting matrix is a highly attuned sensor array that replaces the standard targeting array in Eldar tanks. Eldar tanks tted with a crystal targeting matrix benet from +1BS. Holo Fields: Same as current ruleset. Psycho-conductive Matrix: A psychoconductive matrix is a large psychically resonant wraithbone anchor that allows the skein to be manipulated easily by Farseers that possess Runes of Distance. When an Eldar Farseer casts an active psychic power, it may cast powers from a vehicle with a psycho-conductive matrix as if the vehicle itself was the casting psyker as long as the Farseer has LoS and is within 12 of the channelling vehicle. This feat may only be performed once per player turn. Spirit Stones: (3+ to negate shake, 4+ to render stun a shake) Star Engines: Star Engines allow an Eldar tank to move rapidly across a battleeld with an immense burst of speed. Star engines confer the ability for the vehicle to move 12 in the Shooting phase in lieu of any shooting. This can be combined with a at out movement to traverse 36 in one turn. Star engines cannot be used to ram other vehicles. Vectored Engines: Vectored Engines allow precise manipulation of a vehicles movement, allowing the Eldar to perform the hit and run attacks that make them so feared. Vectored engines confer a 6 move in the assault phase to a vehicle when tted with them. This move may not be performed after having used Star Engines or having moved at out.