Codex: Eldar 2010 Reedition v.3.1
Codex: Eldar 2010 Reedition v.3.1
Codex: Eldar 2010 Reedition v.3.1
Special Rules:
Fleet of Foot – as in the codex: Eldar.
Exarch Might – every Exarch has got an Eternal Warrior special rule.
Avenger Shuriken Catapult – S4AP5, Assault 2. Can re-roll all 1 for hit.
Biting Blade – When hit is struck, roll to wound unless you fail to wound a target. Biting blade is
two-handed close combat weapon.
Power glove – Ancient and powerful „fist”, forged by Vaul's blacksmiths. It doubles the user
strength but lowers I to 1 and ignores armor saves.
Warp Jump Generator: as in codex, in addition Warp Spiders ignore terrain in all cases
(Dangerous Terrain tests, as Terrain an't slow them down while they Run or Flee; they're not
affected by terrain while Assaulting, neither their movement is reduced nor their I value)
Vyper Chariot – It's a sophisticated and heavy modified Vyper. It comes without the weapon
platform at the rear; instead it has a place for a highly skilled raider, who wants to reach his prey at
very, very fast speed. It can be taken only by an Autarch or Arch-Farseer. It adds them +2T and
Hit&Run Special Rule.
Army List
TROOPS
Guardian Defenders Squad
Squad Capacity: 10-20 Guardian Defenders – 6pts per model
0-1 Guardian Sergeant - 25pts
WS BS S T W I A Ld Sv
Defender 3 3 3 3 1 4 1 8 5+
Master of the Defence 3 3 3 3 1 4 1 9 4+
Warlock 5 4 3 3 1 5 2 9 4+
Special Rules: Fleet of Foot, Split fire (if Master of the Defence is present)
Character: Unit may be accompanied by a single Warlock for 30pts. See Warlock
entry in HQ section for further information. Guardian Sergeant is armed with Plasma
Grenade Launcher and Shuriken Catapult.
Options: Two Guardians must be upgraded to a weapon team with a heavy weapon
platform, chosen from the following list: bright lance +30 points, Eldar missile
Launcher +20 points, Scatter Laser +15 points, shuriken cannon +5 points,
starcannon + 20 points. If squad numbers 20 Guardians, they may upgrade two other
guardians to a heavy weapon team.
Split Fire: Master of the Defence is a perfect tactician and knows the weak points of
his enemies. Each Heavy Weapon Team may fire at another target. In addition, all hits
from Heavy Weapons are made with BS4.
WS BS S T W I A Ld Sv
Storm Guardian 3 3 3 3 1 4 1 8 5+
Master of the Storm 4 4 3(4) 3 1 4 2 9 4+
Warlock 5 4 3 3 1 5 2 9 4+
Wargear: CCW, shuriken pistol and plasma grenades. Master of the Storm has got
power weapon or chainsword and wrist-mounted Plasma grenade launcher.
Special Rules: Fleet of Foot; Burning Fist, The Aspect Warrior (if Master of the
Storm is present)
The Aspect Warrior: Master of the Storm is a former Aspect Warrior, who devoted
his life to teaching people from his craftworld in an art of war. He is not allowed to
wear his old aspect armour nor his helmet, but his skill is still the same as it was
before. In addition, he was allowed to take his weapon of choice from his Shrine's
Armoury. If he was a Striking Scorpion, he is normally equipped with chainsword
(bonus to S is included in his profile); if he was a Howling Banshee, he (or she!) is
equipped with power sword.
Burning Fist: Master of the Storm can put all his might in one, powerfull attack. It
doubles his strength but allows to allocate it on one enemy model, that is in base
contact with Master of the Storm. Keep in mind that this attack is made with I 1 and
is performed only once per turn. If Master of the Storm has chainsword, it's strength
is doubled to 6 and then additional S point added, summing in S7 power attack.
Character: Unit may be accompanied by a single Warlock for 30pts. See Warlock
entry in the HQ section for further information.
Options: Two Guardians may exchange their CCW and Shuriken pistol with Flamer
for +4pts each. One Guardian may exchange his CCW for power weapon +10pts or
Power glove for +20pts.
WS BS S T W I A Ld Sv
Ranger 3 4 3 3 1 4 1 8 5+
Pathfinder 4 4 3 3 1 4 2 9 5+
Dire Avengers
Squad Capacity: 5-10 Dire Avengers. Each Dire Avengers costs 12 points.
WS BS S T W I A Ld Sv
Dire Avengers 4 4 3 3 1 5 1 9 4+
Exarch 5 5 4 3 2 6 3 10 3+
Wargear: Avenger Shuriken Catapult, Plasma Grenades, CCW and Shuriken Pistol.
Options: Upgrade a single Dire Avengers to an Exarch for +40 points. He is armed
with two wrist-mounted Shuriken Catapults. He may exchange one Shuriken Catapult
with Power Glove for +15pts; He may exchange both Catapults with Power weapon
and shimmershield for +15pts. Additionally, one Dire Avenger can exchange his
Close Combat Weapon with Power Sword for +15pts.
Special Rules:
Noble warriors – Dire Avengers are known for their specific sense of honour. They
never fall back, even in the direst of circumstances. Simply they know no fear. Or
their honour doesn't allow them to do so. To represent this, all Dire Avengers cannot
be caught by Swooping Advance – they will regroup and continue fighting.
ELITES
Wraithguard
WS BS S T W I A Ld Sv
Wraithguard 4 4 5 6 1 4 1 10 3+
Warlock 5 4 3 3 1 5 2 9 4+
Wargear: Wraithcannon
Wraith construct – Wraithguards are very versatile and reliable constructs. Every
one of them contains a valuable spirit stone of a slain Eldar warrior. If Wraithguard is
slain, it's spirit stone can be recovered and transferred into another shell. But
sometimes a spirit's will to fight is so dense, that it can reverse the Wraithguard's
„death”. To represent this trait, every Wraithguard, after being slain, may try to stand
up to continue fighting. On a dice roll of 5+, it returns to battle. If it fails, it is
removed from play as usual. This „power” is disabled if Wraithguard was slain by a
weapon that ignores armour saves.
Options: Every Wraithguard can exchange his Wraithcannon for a Wraithsword with
no additional point cost. Each Wraithsword is a power weapon that adds +1A to his
bearer.
Howling Banshees
Squad Capacity: 5-10 Banshees – 14pts per model
WS BS S T W I A Ld Sv
Banshees 4 4 3 3 1 5 1 9 4+
Exarch 5 5 4 3 2 6 3 10 3+
Special Rules: Fleet of Foot, unit led by Exarch gains Furious Charge & Acrobatic.
Options: Upgrade a single Banshee to Exarch for +50 points. Exarch may replace her
shuriken pistol for W-M PGL for no points, Triskele at +5 pts , exchange power
weapon to Executonier for +10 points or both to Mirrorswords (power weapon,
doubles bearer's attacks before modifiers, re-roll to hit rolls) for +20 pts.
Striking Scorpions
Squad Capacity: 5-10 Scorpions – 14pts per model
WS BS S T W I A Ld Sv
Scorpions 4 4 4 3 1 5 1 9 3+
Exarch 5 5 4 3 2 6 3 10 3+
Special Rules: Camouflage, unit led by Exarch gains Counter Charge; Stealth &
Scout.
Camouflage - +1 to cover save when in cover. Gives them also 6+ cover save in
open terrain
Options: Upgrade a single Scorpion to Exarch for +50 points.. Exarch may replace
her/his shuriken pistol to Scorpions Claw per +15 points; exchange close combat
weapon to Bitting Blade for +5 points or both to Chainsabres for +10 points.
Transport: A unit of Striking Scorpions containing 10 models or less may be
mounted in Wave Serpent.
Fast Attack
Warp Spiders
Squad Capacity: 5-10 Warp Spiders – 20pts per model
WS BS S T W I A Ld Sv
Spiders 4 4 3 3 1 5 1 9 3+
Exarch 5 5 4 3 2 6 3 10 3+
Options: One Warp Spider can be upgraded to an Exarch for +50pts. Exarch can buy
additional death spinner for +5pts. He can also upgrade his blades into power blades
for +10pts. He can also exchange his death spinners with a spinneret rifle for +5pts.
Perfect Deep Strike – Perfect Teleportation: while Deep Striking, roll 3D6 to see
how far the unit Scatters and choose any two dice you like.
Spider's Chelicerae – Warp Spider Exarch is armed with two poisoned blades, that
always wound on a roll of 4+ regardless of the enemy's Toughness value.
Swooping Hawks
Squad Capacity: 5-10 Swooping Hawks– 17pts per model
WS BS S T W I A Ld Sv
Hawks 4 4 3 3 1 5 1 9 4+
Exarch 5 5 4 3 2 6 3 10 3+
Wargear: Hawk's Wings, Lasblaster, CCW and Laspistol. Exarch is armed with
Power Weapon and laspistol. All Swooping Hawks have grenade packs.
Special Rules: Fleet, Skyleap, Intercept; Sustained Assault (Exarch only) - for every
Close Combat hit Exarch gains additional attack, keep rolling to hit until there are no
hitting attacks, all hits scored till this moment are proper hits and roll to wound for
each
Options: Single Hawk may be upgraded to an Exarch for +50 pts. Exarch may
exchange his Shuriken pistol with W-M PGL for +5 ponits; replace his lasblaster with
Hawk's Talon for +15 points, Sunrifle for +15; replace Close Combat Weapon with
Power Weapon for +10 points. Two other Hawks can exchange their lasblasters with
flamers for +8pts. One Hawk can exchange his CCW for power weapon for +10pts.
Swooping Hawks Grenade pack: It's a Large Blast template weapon with S4AP5.
Every additional 2 Swooping Hawks from the minimum 5 gives +1S to the pack's
strength. For example, a Unit of 10 Swooping Hawks will deploy a Large blast
template with strenght equal to 6 – giving S6AP5 Large Blast.
Vypers
Front Armor Side Armor Rear Armor BS
Vyper 10 10 10 3
Wargear: The Vyper is armed with twin-linked shuriken catapults and a single
weapon chosen from the following list: EML at +15pts; Scatter Laser at +10pts;
Starcannon at +15pts; brightlance at +20pts; Shuriken Cannon for +5pts.
Options: Shuriken Catapults can be exchanged for a Shuriken Cannon for +5pts.
Vyper may be upgraded with Spirit Stones for +5pts; Crystal Targetting Matrix for
+5pts.
HEAVY SUPPORT
Dark Reapers
Squad Capacity: 3-8 Reapers – 28pts per model
WS BS S T W I A Ld Sv
Reapers 4 4 3 3 1 5 1 9 3+
Exarch 5 6 4 3 2 6 2 10 3+
Options: Upgrade a single Reaper to Exarch for +60 points.. Exarch may replace
her/his Reaper Launcher for Tempest Launcher for +20pts; EML for +10pts; Ancient
Shuriken Cannon for +25.
Exarch leads the way: When Exarch is present, all his powers are transferred into
his squad mates.
Options: Shuriken Catapults can be exchanged for a Shuriken Cannon for +5pts. Fire
Prism can be upgraded with Spirit Stones for +10pts; Vectored Engines +20pts; Star
Engines +15pts; Holo-Fields +25pts; Energy Field +25pts.
HQ
Farseer - 80pts.
WS BS S T W I A Ld Sv
Farseer 5 5 3 3 3 5 2 10 4+
Options: Farseer can exchange his/her Witchblade with Seerstaff for +20pts or with
Singing Spear for +10pts. He can buy Spirit Stones for additional +15pts; Runes of
Warding for +15pts; Runes of Witnessing for +10pts. He can also ride to battle on a
jetbike for +30pts.
Eldritch Storm – This power is cast in a shooting phase. Choose a unit or a vehicle
18” in the Farseer's line of sight. If he passes the Psychic test, place a marker under
the target. If it is an infantry squad, it is hit with 2d6+X (X as being the number of
models in the squad) S4AP- hits and must take a Pinning test. If it is a vehicle, roll a
2d6+4 for armour penetration. Roll a scatter dice to know which side of the vehicle is
hit. Additionaly, it is spun in the direction chosen by the scatter dice. If you roll a hit,
you may choose the direction and the vehicle is always hit on the rear. Monstrous
creatures always receive d6+X (as X being the number of wounds which the MC has)
S4AP- hits.
WS BS S T W I A Ld Sv
Autarch 6 6 4 3 3 6 3 10 3+
Special Rules: Independent Character, Fleet of Foot, Master Strategist, Warrior Born
Options:
Autarch can exchange his CCW for one of these weapons:
– Power Sword for +10pts
– Chainsword +5pts
– Power Glove + 20pts
– Web of Skulls +15pts
– Starlance (Jetbike or Vyper only) + 20pts
–
Autarch can buy one of these weapons:
– Fusion Gun +10pts
– Reaper Launcher +10pts
– Death spinner +5pts
– Shuriken Catapult for +2pts
– Lasblaster for +4pts
Master Strategist – Eldar player adds +1 to his reserve rolls. In addition, at the
beginning of the Eldar turn, after deploying forces on the table, he may choose one
unit or vehicle to change its placement.
Warrior Born – Autarch always hits on a roll of 3+ in close combat, no matter the
circumstances. In addition, you MAY buy him one of the following powers:
– Feel no Pain for +20pts
– Scout for +15pts
– Furious Charge +10pts
"By my bloody hand the enemy shall not live past this day."
WS BS S T W I A Ld Sv
Avatar of Khaine 10 4 6 6 5 7 5 10 2+
Special Rules: God of War, Molten Body, Fearless, Inspiring, Fear Embodiment,
Daemon (4+ Invulnerable save), The Wailing Doom, Eternal Warrior
God of War – The Avatar is an embodiment of the Eldar former god, Kaela Mensha
Khaine. He was (and still is!) the best warrior in the entire galaxy. To represent this,
he always hits on a roll of 2+.
Molten Body – He is immune to all flame and melta-based weapons. This includes
Incinerator, Burna, Scorcha, Fusion Gun, etc. In additional, all enemy and friendly
units that are in base contact with Avatar and have armour save worse than 4+ suffer
from S3AP5 D3 hits per assault turn.
Inspiring – All Eldar units in a range of 12” are fearless and receive a bonus of
+1WS.
Fear Embodiment – All units willing to charge an Avatar must roll for a leadership
test with a penalty of -1. If they fail, they freeze and refuse to take an action.
Additionally, when Avatar charges a unit, all squad members must roll for a
leadership test with penalty of -1. If they fail, they will hit the Avatar on a roll of 6+.
Options: Avatar of Khaine is a fearsome warrior, but he doesn't only rely on his
martial skills. He may choose one of these three powers:
The Spear of Khaine gives his ruler a power to throw it into enemies from
vast distances. When this shape is chosen, Avatar can throw it at a distance
of 24”. It has the following profile:
S10AP1, Lance 1
Note that the Avatar cannot charge after throwing his spear. It must return
to him, obviously.
In close combat, The Spear of Khaine is treated as a two-handed weapon.
It doesn't confers any bonuses, either.
The Axe of Khaine gives the Avatar +2S but lowers his Initiative to 5. It
also ignores the Monolith's „Living Metal” special rule.