Eldar Fandex

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    EldarWargear Eldar Weaponry

    Eldar Psychic Powers

    Other Equipment

    Eldar Vehicle Upgrades

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    Weapons

    Bright Lance:

    Range Strength AP Special

    Bright

    Lance

    36 8 2 Heavy 1,

    Lance

    Deathspinner:

    Range Strength AP Special

    Deathspinner Template 3 - Assault

    1,

    Rending

    D-Weaponry:

    Range Strength AP Special

    Wraithcannon 18 X 2 Assault

    1

    D-Cannon 24 X 2 Heavy 1,

    Large

    Blast

    Doomweaver:

    Range Strength AP Special

    Doomweaver 36 6 4 Heavy 3

    Eldar Missile Launcher:

    Range Strength AP Special

    Eldar Missile

    Launcher

    (Sabot)

    48 8 3 Heavy 1

    Eldar Missile

    Launcher

    (Plasma)

    48 4 4 Heavy

    1, Blast

    Flamer: See the Warhammer 40,00rulebook.

    Firepike:

    Range Strength AP Special

    Firepike 18 8 1 Assault1, Melta,

    Lance

    Fusion Gun:

    Range Strength AP Special

    Fusion Gun 18 6 1 Assault

    1, Melta

    Fusion Pistol:

    Range Strength AP Special

    Fusion

    Pistol

    6 6 1 Pistol,

    Melta

    Hallucinogen Grenades: See theHarlequins unit entry

    Harlequins Kiss: Rending CCW

    Hawks Talon:

    Range Strength AP Special

    Hawks

    Talon18 5 4 Assault

    3,

    Pinning

    Haywire Grenades: As per currentruleset.

    Lasblaster:

    Range Strength AP Special

    Lasblaster 18 3 5 Assault

    3,

    Pinning

    Laser Lance: A laser lance is a one

    handed close combat weapon that rendersits bearer S6 in close combat, striking ininitiative order, in addition, a laser lancemy be fired with the following profile:

    Range Strength AP Special

    Laser

    Lance6 6 2 Assault

    1, Lance

    Meltabombs: See the Warhammer 40,00

    rulebook.

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    Plasma Grenades: See the Warhammer40,00 rulebook.

    Power Weapon: See the Warhammer40,00 rulebook.

    Pathfinder Rifle:

    Range Strength AP Special

    Pathfinder

    Rifle

    36 X 4 Heavy 1,

    Sniper,

    Special

    *When fired against vehicles, a Pathfinderrifle has a base strength of 5, and rolls2D6, pick highest penetration, stacking

    with rending as is normal for sniper rifles.

    Prism Cannon:

    Range Strength AP Special

    !"#$%&

    '())*)&

    +,*-.$/01

    234 5 6 7/(89&:;&

    ;&

    ?()-/

    !"#$%&

    '())*)&+@#$A/"$/01

    234 B C 7/(89&:;&

    ?("D/&

    *see unit entry for futher details.(Combines in same fashion to previousruleset)

    Pulse Laser:

    Range Strength AP Special

    Pulse Laser 36 8 2 Heavy 2

    Ranger Long Rifle:

    Range Strength AP Special

    Ranger

    Long Rifle

    36 X 4 Heavy 1,

    Sniper

    Reaper Launcher: See the Dark ReaperAspect Warriors unit entry.

    Range Strength AP Special

    Reaper

    Launcher

    36 6 4 Heavy 3

    Scatter Laser:

    Range Strength AP Special

    Scatter

    Laser

    36 6 6 Heavy 4

    Scorpion Chainsword: See the StrikingScorpion Aspect Warriors unit entry. +1Sccw

    Shadow Weaver:

    Range Strength AP Special

    Shadow

    Weaver

    36 6 6 Heavy 4

    Shuriken Weaponry:

    Range Strength AP Special

    Avenger

    Shuriken

    Catapult

    24 4 5 Assault 2

    Shuriken

    Catapult

    18 3 5 Assault 2

    Shuriken

    Cannon

    24 4 5 Heavy 5

    ShurikenPistol 12 3 5 Pistol

    Shrieker

    Cannon

    24 * 5 Assault

    4,

    Poison

    2+

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    Singing Spear: The singing spear is a twohanded close combat weapon that can bethrown with the following profile:

    Range Strength AP Special

    SingingSpear

    12 9 5 Assault 1

    When used as a close combat weapon, itfollows the rules for Witchblades detailedbelow.

    Spinneret Rifle:

    Range Strength AP Special

    Spinneret

    Rifle

    12 6 3 Assault

    2,

    Rending,

    Pinning

    Starcannon:

    Range Strength AP Special

    Starcannon 36 5 2 Heavy 3

    Star Lance: A Star lance is a one handedclose combat weapon that renders itsbearer S8 in close combat, striking ininitiative order, in addition, a star lancemay be fired with the following profile:

    Range Strength AP Special

    Star Lance 6 8 2 Assault

    1, Lance

    Suin Daellae:

    Range Strength AP Special

    Suin

    Daellae

    12 8 1 Assault

    1, Melta,

    Lance

    Sunrifle:

    Range Strength AP Special

    Sunrifle 18 2 5 Assault

    5,

    Special

    For every hit taken from a Sunrifle, thetarget units LD value is lowered for eachhit for the purposes of taking pinning &morale tests.

    Swooping Hawk Grenade Pack: See theSwooping Hawk Aspect Warriors unitentry.

    Tanglefoot Grenades: Tanglefootgrenades are defensive grenades asdescribed in the Warhammer 40,000rulebook.

    Tempest Launcher:

    Range Strength AP Special

    Tempest

    Launcher

    36 5 3 Heavy 2,

    Blast

    Wraithsword: See the Wraithlord unitentry.

    Witchblade: The Witchblade is theweapon favoured by Eldar Farseers andWarlocks acting as a rough equivalent tothe Force Weapons employed by theAdeptus Astartes. In a non-active state, aWitchblade never requires worse than a 3+

    to wound when used in close combatagainst models with a toughness value.When used against vehicles in closecombat, a Witchblade counts as S7. Ifactivated with a psychic test at the start ofthe assault phase, a Witchblade counts asa power weapon in addition to alwayswounding on 3+. When used againstvehicles in an activated state (following asuccessful psychic test), a Witchblade rolls2D6 + S for armour penetration.

    Void Sabre: +1S,rending CCW #

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    Eldar Psychic Powers:

    Guide: Same as current ruleset.

    Doom: Same as current ruleset.

    Fortune: Same as current ruleset.

    Eldritch Storm: S5 ap5 large blasttemplate, pinning

    Mind War: S10 attack, wounding vs ldagainst specific model in LoS of farseer/channeller. Ap2 No effect vs modelswithout a toughness value. Causes instantdeath for double leadership. No cover

    saves. R18

    Rolling Darkness: Farseer projects anaura of Nightfight for a 6 radius aroundhim/her. Locus of Night Fighting aura canbe modified by channelling and the radiuscan doubled by successfully castingAugment. (Active) Farseer Psychic Power)

    Executioner: D3 S9/3+ to wound ap- hits(Active) Used in shooting phase (psy

    shooting attack). (Active) Farseer PsychicPower)

    Eldritch Tempest: S6 + 1S per pskyerinvolved (must declare when castingpower, each psyker must pass a psytest tocontribute). 1 template + 1 template pereach psyker involved (like a PBS). SmallBlast Ap5, rotative, pinning (Active) used inshooting phase (psy shooting attack) Eg: 1

    Whiteseer, 2 Farseer, 2 Warlock = S9 Ap5Small blast x 3, pinning ((Active) SeerCouncil Psychic Power)

    Webway Portal: lasts one turn, placedwithin 6 of the Seer Council (Active) Castbefore reserves are rolled for. WhiteseerPsychic Power

    Veil of Tears: Same as current ruleset.(Passive)Shadowseer Psychic Power

    Keening: Keening sharpens the plasti-crystal discs thrown from ShurikenWeapons to a monomolecular penetration,allowing them to scythe apart even thetoughest of foes with great ease. Whensuccessfully cast, Keening gives all

    shurikenweapons fired by target squad orvehicle within 6 of the caster the rendingUSR. Keening is cast at the beginning ofthe players shooting phase. Keening is an(Active) Warlock Psychic Power.

    Channel: Channel allows a Farseer withRunes of Distance to channel their psychicpowers through the amplifying Warlock. Inorder to channel, the Farseer must bewithin 12 of the Warlock possess Line ofSight to the channelling Warlock andRunes of Distance.When channelling through a Warlock, aFarseer must first pass a psychic test tocast the psychic power. Then, the Warlockmust pass a psychic test of its own tosuccessfully channel the psychic power. Ifthe psychic power is not cast due tonullification or psychic test failure, then theWarlock does not have to pass a psychic

    test as there is nothing to channel.When psychic powers are channelledthrough a Warlock, the Warlock isconsidered to be the point of origin of thepsychic power, not the original caster.Channel is an (Active) Warlock PsychicPower.

    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)

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    Conceal: 4+ Cover save for unit. (Passive)

    Amplify: A Spiritseer, after passing apsychic test has as an enlarged psychicpresence of 18 for the purposes ofdetermining if a wraithbone construct has

    to test for Wraithsight with regards topsychic resonance.

    Animate: A Spiritseer greatly quickens themovement of a target Wraithboneconstruct. Upon passing a successfulpsychic test, a Wraithbone construct within6 (either Wraithlord or Wraithguard) of theSpiritseer gains the Fleet USR for theduration of the game turn.

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    Other Equipment:

    Ancient Warsuit: The armour of a phoenixlord was constructed well before the timeof the craftworlds, incorporating multiplespirit stones of each Exarch providingunparalleled (2+/ 5++)

    Aspect Warrior Warsuit: As per currentruleset. (4+ armour save)

    Banshee Mask: See the HowlingBanshee Aspect Warriors unit entry.

    Eldar Jetbike: As per current ruleset.(Change unit type to jetbike, add 3+

    armour save and +1T, but not for purposesof instant death.)

    Flip Belt: As per current ruleset.

    Force Shield: A force shield reflects theEldars elegance in size and function,performing an analogous purpose to themore bulky, less refined Iron Halos of theAdeptus Astartes. A Force Shieldbestowsupon its bearer a 4+ invulnerablesave.

    Ghosthelm: As per current ruleset. (3+ toprevent Perils of the Warp)

    Guardian Bodysuit: A guardian bodysuitconfers 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 unitentry. (4+ inv)

    Reinforced Aspect Warrior Bodysuit: Asper current ruleset (3+ armour save)

    Rune Armour: As per current ruleset. (4+invulnerable save)

    Runes of Distance: Allows a Farseer tomake use of ChannellingWarlocks andPsycho-conductive matrices.

    Runes of Warding: As per current ruleset.(All enemy psypowers must be taken on

    3D6, including all dice in final total, perilsof the warp occurs on anything greaterthan 13)

    Runes of Witnessing: As per currentruleset.

    Spirit Stones: As per current ruleset.(Bearer may cast an additional psychicpower each game turn)

    Swooping Hawk Wings: A model withSwooping Hawk wings is jump infantry, asdescribed in the Warhammer 40,000rulebook. A model with Swooping HawkWings may elect to move 18 in themovement phase as a longer jump move,sacrificing any further actions in theshooting or assault phase, including runmoves unless a unit ability allows them todo so.

    Targeting Optics: See the SupportWeapon Battery unit entry. (+1BS)

    Warp Jump Generator: As per currentruleset.

    Webway Portal: As per codex Dark Eldar.

    Wraithbone Cradle: See the SeerCouncil unit entry.

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    Vehicle Upgrades:

    Crystal Targeting Matrix: The CrystalTargeting matrix is a highly attuned sensorarray that replaces the standard targetingarray in Eldar tanks. Eldar tanks fitted witha crystal targeting matrix benefit from+1BS.

    Holo Fields: Same as current ruleset.

    Psycho-conductive Matrix: A psycho-conductive matrix is a large psychicallyresonant wraithbone anchor that allowsthe skein to be manipulated easily byFarseers that possess Runes of Distance.

    When an Eldar Farseer casts an activepsychic power, it may cast powers from avehicle with a psycho-conductive matrix asif the vehicle itself was the casting psykeras long as the Farseer has LoS and iswithin 12 of the channelling vehicle. Thisfeat may only be performed once perplayer turn.

    Spirit Stones: (3+ to negate shake, 4+ torender stun a shake)

    Star Engines: Star Engines allow an Eldartank to move rapidly across a battlefieldwith an immense burst of speed. Starengines confer the ability for the vehicle tomove 12 in the Shooting phase in lieu ofany shooting. This can be combined with aflat out movement to traverse 36 in oneturn. Star engines cannot be used to ramother vehicles.

    Vectored Engines: Vectored Enginesallow precise manipulation of a vehiclesmovement, allowing the Eldar to performthe hit and run attacks that make them sofeared. Vectored engines confer a 6 movein the assault phase to a vehicle whenfitted with them. This move may not beperformed after having used Star Enginesor having moved flat out.

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    WS BS S T W I A Ld Sv Page

    Autarch 7 6 3 3 3 7 4 10 3+/ 4++ 1

    Avatar 10 5 7 7 4 4 4 10 3+/ 5++ 2

    Dark Reaper 4 4 3 3 1 5 1 9 3+ 17

    Reaper Exarch 5 5 3 3 2 6 2 9 3+ 17

    Death Jester 5 4 3 3 1 8 2 9 - / 5++ 9

    Dire Avenger 4 4 3 3 1 5 1 9 4+ 10

    Avenger Exarch 5 5 3 3 2 6 2 9 3+ 10

    Eldrad Ulthuan 5 5 3 4 3 5 1 10 - / 3++ 5

    Farseer 5 5 3 3 3 5 1 10 - / 4++ 1

    Warlock 5 4 3 3 1 5 2 9 - / 4++ 8

    Whiteseer 4 4 3 3 2 4 1 10 - / 4++ 3

    Fire Dragon 4 4 3 3 1 5 1 9 4+ 6

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

    Guardian 3 3 3 3 1 4 1 8 5+ 11

    Guardian Jetbike 3 3 3 3 (4) 1 4 1 8 3+ 13

    Guardian Crewman J K J J L K L M NO LP

    Harlequin 5 4 3 3 1 8 2 9 - / 5++ 9

    Troupe Master 5 4 3 3 1 8 3 10 - / 5++ 9

    Shadowseer 5 4 3 3 1 8 2 9 - / 5++ 9

    Howling Banshee 5 4 3 3 1 5 1 9 4+ 6

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

    Ranger 3 4 3 3 1 5 1 8 5+ 10

    Pathfinder 3 5 3 3 1 5 1 9 5+ 8

    Shining Spear 4 4 3 3 (4) 1 5 1 9 3+ 14

    Spear Exarch 5 5 3 3 (4) 2 6 2 9 3+ 14

    Striking Scorpion 4 4 3 3 1 5 1 9 3+ 7

    Scorpion Exarch 5 5 3 3 2 6 2 9 3+ 7

    Swooping Hawk 4 4 3 3 1 5 1 9 4+ 14

    Hawk Exarch 5 5 3 3 2 6 2 9 3+ 14

    Warp Spider 4 4 3 3 1 5 1 9 3+ 15

    20

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    WS BS S T W I A Ld Sv Page

    Spider Exarch 5 5 3 3 2 6 2 9 3+ 15

    Wraithguard 4 4 5 6 1 4 2 10 3+/ 5++ 7

    Wraithlord 5 4 10 8 4 4 3 10 3+/ 5++ 18

    Yriel 7 6 3 3 3 7 4 10 3+/ 4++ 5

    Asurmen 7 7 4 4 3 7 4 10 2+/ 3++ 4

    Baharroth 7 7 4 4 3 7 4 10 2+/4++ 4

    Jain Zar 7 7 5 4 3 7 4 10 2+/4++ 4

    Karandras 7 7 4 4 3 7 5 10 2+/4++ 4

    Fuegan 7 7 5 4 3 7 4 10 2+/4++ 4

    Maugan Ra 7 7 5 4 3 7 4 10 2+/4++ 4

    %*K"#1C%@)2*%$

    Armour

    WS BS S F S R I A Page

    War Walker 3 3 5 10 10 10 4 2 18

    Vyper - 3 - 11 10 10 - - 13

    Wave Serpent - 3 - 12 12 10 - - 12

    Falcon - 3 - 12 12 10 - - 16

    Fire Prism - 4 - 12 12 10 - - 16

    Nightspinner - 4 - 12 12 10 - - 17

    21

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    &9:53.6

    #:.

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    31/31

    #:.