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Army List · 1994

ELDAR, CODEX

Army Composition Chart

Characters
Max 50% of army points value
Squads
Min 25% of army points value
Support
Max 50% of army points value
Harlequins
Max 50% of army points value
AlliesSpace MarinesImperial GuardSquatsSpace Marines: Space Wolves, Ultramarines and Angels of Death all qualify.

Characters

Max 50% of army points value

An Avatar or a Farseer commands every army, unless the army is made up only of Harlequins.

A character pays from this band for its wargear and cards, and for any Jetbike or Vyper it rides. Any character but the Avatar or an Exodite Lord may ride either, and a Pirate Captain only while its squad rides Jetbikes.

Codex Eldar says each special character may carry its named cards, which could be read as a choice. This list makes every named card one the character must take.

Avatar

0–1300pts
Avatar profile
ProfileMWSBSSTWIALd
Avatar ×16101088710510
Avatar equipment and options
WeaponsWailing Doom
SpecialCommander

An Eldar army that fields the Avatar takes it as Commander, and no other model may be nominated. A Heroic Character whose Leadership matches the Avatar's does not displace it.

SpecialSpecial Invulnerabilities

Heat cannot hurt the Avatar. Melta weapons, plasma weapons and flamers leave it untouched, as do grenades and missiles that work by heat.

It is proof as well against gas weapons, against poisons such as Hellfire Shells and Toxin Grenades, against viruses, and against blinding attacks, a Photon Flash Flare among them.

SpecialPsychology and Leadership

Nothing in Psychology affects the Avatar, and it passes every test against its Leadership without rolling. It takes no Break Test and is never Broken.

The Avatar is not a living model, yet psychic attacks that call for no Leadership Test still affect it.

SpecialIron Body

The Avatar turns aside a hit on a D6 roll of 2+, thrown as an Armour Save is thrown. A Save Modifier still applies, but nothing drives the throw worse than 4+, however heavy the weapon. A Lascannon at -6 leaves the Avatar on 4+.

SpecialTerror
SpecialCounts as a Daemon

Anything made to harm daemons harms the Avatar. A Force Weapon, a Psycannon and the Destroy Daemon power all take it for one, as does any other weapon or Psychic Power that singles daemons out.

It works one way. The Avatar is granted nothing that daemons are granted, its Daemonic Aura included.

Exarch

50pts

An Exarch's Aspect and wargear need not match those of the army's Aspect Warrior squads.

Up to one per Aspect Warrior squad (Dire Avenger, Fire Dragon, Dark Reaper, Swooping Hawk, Howling Banshee, Shining Spear, Striking Scorpion or Warp Spider Squad)

Exarch profile
ProfileMWSBSSTWIALd
Exarch ×15664428210
Exarch equipment and options
WeaponsLaspistol
ArmourAspect Armour (3+)
Wargearup to 2 wargear cards, any combination from Exarch Wargear, Assault Weapons, Special Weapons, Grenades.
Specialup to two different powers from Exarch Warrior Powers.

Exodite Lord

see grades

Up to one per Exodite Dragon Knights

Exodite Lord profile
ProfileMWSBSSTWIALdPts
Exodite Champion ×11 wargear card54433141938pts
or Exodite Hero ×11 wargear card55544262964pts
or Exodite Mighty Hero ×11 wargear card5664437310102pts
Dragon ×1830441123
Exodite Lord equipment and options
WeaponsExodite Champion – Laser Lance
WeaponsExodite Hero – Laser Lance
WeaponsExodite Mighty Hero – Laser Lance
ArmourExodite Champion – Mesh Armour
ArmourExodite Hero – Mesh Armour
ArmourExodite Mighty Hero – Mesh Armour
Wargearany combination from Assault Weapons, Special Weapons, Grenades.
SpecialExodite Champion. Must take the lead of a unit of Exodite Dragon Knights, and fights with it.
SpecialDragon – Fear
SpecialCavalry

A rider on a dragon adds +3 to its Armour Save for being mounted, in place of the +1 that other cavalry receive.

Pirate Captain

see grades

Exactly one per Eldar Pirates

Pirate Captain profile
ProfileMWSBSSTWIALdPts
Pirate Champion ×12 wargear cards54433151913pts
or Pirate Hero ×13 wargear cards55544262933pts
or Pirate Mighty Hero ×14 wargear cards566443731064pts
Pirate Captain equipment and options
WeaponsLaspistol
ArmourMesh Armour
Wargearany combination from Armour, Assault Weapons, Special Weapons, Grenades.
SpecialLeaders

No Eldar character but a Pirate Captain may join or lead a Pirate squad. Each squad has exactly one Pirate Captain at its head, of whichever level, and a Pirate Captain fights only as that squad's leader, never on its own.

Asurmen

0–1155pts
Asurmen profile
ProfileMWSBSSTWIALd
Asurmen ×167755310410
Asurmen equipment and options
WeaponsShuriken Catapult, 2 × Shuriken Pistol
ArmourAspect Armour (3+)
Wargearup to 2 wargear cards, must take Sword of Asur.
SpecialBattle Fortune
SpecialFighting Fury – The profile includes this bonus.
SpecialFast Shot
SpecialLeadership

A Phoenix Lord has Immunity to Psychology, takes no Break Test and is never Broken. Any other test a Phoenix Lord takes against Leadership is passed without rolling.

Karandras

0–1132pts
Karandras profile
ProfileMWSBSSTWIALd
Karandras ×167756310310
Karandras equipment and options
WeaponsChainsword, Power Fist, Shuriken Pistol
ArmourAspect Armour (3+)
Wargearup to 2 wargear cards, must take Scorpion's Bite.
SpecialTough – The profile includes this bonus.
SpecialSustain Attack
SpecialStealth
SpecialLeadership

A Phoenix Lord has Immunity to Psychology, takes no Break Test and is never Broken. Any other test a Phoenix Lord takes against Leadership is passed without rolling.

Baharroth

0–1161pts
Baharroth profile
ProfileMWSBSSTWIALd
Baharroth ×167755310310
Baharroth equipment and options
WeaponsPower Sword, Shuriken Pistol, Swooping Hawk Grenade Pack
ArmourAspect Armour (3+)
Wargearup to 2 wargear cards, must take Lasblaster.
SpecialSwooping Hawk Wings
SpecialStealth
SpecialDisarm
SpecialBattle Fortune
SpecialLeadership

A Phoenix Lord has Immunity to Psychology, takes no Break Test and is never Broken. Any other test a Phoenix Lord takes against Leadership is passed without rolling.

Eldrad Ulthran

0–1202pts

Stands in for the army's Farseer, and every allowance counts him as one.

Eldrad Ulthran profile
ProfileMWSBSSTWIALd
Eldrad ×1Mastery 44664645310
Eldrad Ulthran equipment and options
WeaponsLaspistol
ArmourRune Armour
Wargearup to 3 wargear cards, must take Staff of Ulthamar.
SpecialCommands the army as its Commander when it has no Avatar.
SpecialStrategy

While Eldrad commands the army, his player receives one more Strategy Card than usual as the game begins.

Squads

Min 25% of army points value

A leader bought as part of a squad is not a character and takes no wargear cards. Should the leader fall, the next model in line takes command.

Guardian Squad

11pts per model
Guardian Squad profile
ProfileMWSBSSTWIALd
Leader ×1533331418
Guardian ×4–9533331418
Guardian Squad equipment and options
WeaponsLasgun
ArmourMesh Armour
WargearAll models – 2 × Laspistol, in place of Lasgun.
Wargear—or— Shuriken Catapult, in place of Lasgun. +3pts per model
WargearAll models – additional weapons from Assault Weapons.
WargearAll models – equipped with Frag Grenade. +2pts per model
WargearAll models – equipped with Krak Grenade. +3pts per model
Wargearup to 2 models – an additional weapon from Special Weapons. The leader, one other model, or both.
SupportAll models. May ride Jetbikes bought from Support.

Wraithguard

35pts per model
Wraithguard profile
ProfileMWSBSSTWIALd
Wraithguard ×5–104555–2419
Wraithguard equipment and options
WeaponsWraithcannon
SpecialArmour

Wraithguard have no Toughness. Each has instead an Armour Value, which is 10 on every facing, and a hit on it is resolved by a Penetration Test as a hit on a vehicle is. Each hit that equals or beats 10 calls for a D6 on the chart below.

Wraithguard Damage Chart (D6)

1–2
The model is knocked down unhurt. Getting up costs it the whole of its next Movement Phase, in which it may not move.
3–4
The model takes a wound, marked beside it. A second wound of this kind destroys it.
5+
The model is destroyed, and its spirit stone empties into the warp. Every model within 2" then rolls a D6 and is pulled after the stone and lost on a 6. Only living creatures, Wraithguard and Dreadnoughts are at risk; vehicles, support weapons and other lifeless things are not.
SpecialProximity to Eldar

Wraithguard act normally only while living Eldar remain on the table. A Wraithguard within 12" of a Farseer or a Warlock adds +1 to its To Hit rolls when shooting.

Once no living Eldar are left, the Wraithguard fall back at once towards their side's table edge, taking no other action. Caught in Hand-to-Hand Combat, they still fight, but inflict no hits in a round they win. The Avatar and Dreadnoughts are not living Eldar.

Exodite Dragon Knights

36pts per model
Exodite Dragon Knights profile
ProfileMWSBSSTWIALd
Leader ×1533331418
Knight ×1–4533331418
Dragon ×2–5830441123
Exodite Dragon Knights equipment and options
WeaponsLeader – Laser Lance
WeaponsKnight – Laser Lance
ArmourLeader – Mesh Armour
ArmourKnight – Mesh Armour
WargearAny model – additional weapons from Assault Weapons.
WargearAny model – equipped with Lasgun. +2pts per model
Wargear—or— equipped with Shuriken Catapult. +6pts per model
SpecialAll models. An Exodite Lord of Champion level from Characters may take the Leader's place, and counts towards the squad's size.
SpecialDragon – Fear
SpecialCavalry

A rider on a dragon adds +3 to its Armour Save for being mounted, in place of the +1 that other cavalry receive.

Eldar Pirates

9pts per model
Eldar Pirates profile
ProfileMWSBSSTWIALd
Pirate ×4–9533331418
Eldar Pirates equipment and options
ArmourMesh Armour
WargearAny model – additional weapons from Assault Weapons.
WargearAny model – equipped with Lasgun. +2pts per model
Wargear—or— equipped with Shuriken Catapult. +5pts per model
SpecialAll models. Its leader is a Pirate Captain from Characters, who counts towards the squad's size.
SpecialLeaders

No Eldar character but a Pirate Captain may join or lead a Pirate squad. Each squad has exactly one Pirate Captain at its head, of whichever level, and a Pirate Captain fights only as that squad's leader, never on its own.

SupportAll models. May ride Jetbikes bought from Support. Its Pirate Captain must then ride too, on a Jetbike of its own or on a Vyper; with a Vyper, the second rider is an extra Pirate beyond the squad's maximum.

Support

Max 50% of army points value

Anti-grav platforms (Lascannon, Scatter Laser, Heavy Plasma Gun, Distort Cannon and Vibro-cannon on Anti-grav Platform): up to one per Guardian Squad

Points for a vehicle cover any crew it has (see Vehicle Crew), who carry Laspistols and wear Mesh Armour.

Points spent here may also buy allies from the armies listed, under the Allies rule. The army takes at most one allied commander.

Dreadnought profile
ProfileMWSBSSTWIALd
Dreadnought ×18665––638
War Walker profile
ProfileMWSBSSTWIALd
War Walker ×18335––428

Transport for any character or squad.

Of the squads, only Guardian Squads, Eldar Scouts, Eldar Pirates and Harlequin Squads buy them from this entry. Up to one bike in three in such a squad may carry a Shuriken Shrieker Cannon in place of its twin Shuriken Catapults.

Transport for any character.

A character takes the gunner's place, and the Vyper then carries no heavy weapon.

Harlequins

Max 50% of army points value

An army may instead be made up only of Harlequins, spending all its points in this band; the Squads minimum then lapses. Its Harlequin Squads may still ride Jetbikes, but it takes no Vyper, Dreadnought or War Walker.

A Harlequin character pays from this band, not from Characters or Support, for its cards and for any Jetbike or Vyper it rides.

Up to one per Harlequin Squad

Great Harlequin profile
ProfileMWSBSSTWIALd
Great Harlequin ×16774439310
Great Harlequin equipment and options
ArmourHolo-Suit
Wargearup to 3 wargear cards, any combination from Armour, Assault Weapons, Special Weapons, Grenades.
SpecialCommands the army as its Commander when every unit in it is a Harlequin unit; such an army must include one.
SpecialHarlequin

The model causes Fear, and may leave Hand-to-Hand Combat by the Flip that Harlequins use. As a character it is outside Dispersed Formation, unless it fights alongside a Harlequin unit, when that rule reaches it too.

Up to one per Harlequin Squad

Death Jester profile
ProfileMWSBSSTWIALd
Death Jester ×16664429210
Death Jester equipment and options
WeaponsShuriken Shrieker Cannon
ArmourHolo-Suit
Wargearup to 3 wargear cards, any combination from Armour, Assault Weapons, Grenades.
SpecialHarlequin

The model causes Fear, and may leave Hand-to-Hand Combat by the Flip that Harlequins use. As a character it is outside Dispersed Formation, unless it fights alongside a Harlequin unit, when that rule reaches it too.

Up to one per Harlequin Squad

Solitaire profile
ProfileMWSBSSTWIALd
Solitaire ×16884439310
Solitaire equipment and options
ArmourHolo-Suit
Wargearup to 3 wargear cards, any combination from Armour, Assault Weapons, Special Weapons, Grenades.
SpecialHarlequin

The Solitaire causes Fear. It may leave Hand-to-Hand Combat by the Flip that Harlequins use. It is a character that never fights beside another unit, so Dispersed Formation never reaches it.

SpecialFights Alone

The Solitaire fights on its own in every battle and may never join a Harlequin unit.

SpecialPsychology

Terror has no hold on the Solitaire, whatever its source, and nor does any other part of Psychology.

Up to one per Harlequin Squad

Shadow Seer profile
ProfileMWSBSSTWIALd
Shadow Seer ×1Mastery 46774549310
Shadow Seer equipment and options
ArmourHolo-Suit
Wargearup to 3 wargear cards, any combination from Armour, Assault Weapons, Special Weapons, Grenades.
Wargearequipped with Pack Grenade Launcher. Loaded with Krak Grenades as well as Frag Grenades. 10pts
Wargearequipped with Blind Grenade. 2ptsPack Grenade Launcher only.
Wargearequipped with Photon Flash Flare. 2ptsPack Grenade Launcher only.
Wargearequipped with Hallucinogen Grenade. 2ptsPack Grenade Launcher only.
SpecialHarlequin

The model causes Fear, and may leave Hand-to-Hand Combat by the Flip that Harlequins use. As a character it is outside Dispersed Formation, unless it fights alongside a Harlequin unit, when that rule reaches it too.

SpecialPsychic Powers

The Shadow Seer may use any power in the Eldar Seers deck, the cards marked Farseer Only included.

Harlequin Squad

25pts per model
Harlequin Squad profile
ProfileMWSBSSTWIALd
Leader ×16553317110
Harlequin ×9+6553317110
Harlequin Squad equipment and options
ArmourHolo-Suit
WargearAny model – additional weapons from Assault Weapons.
WargearAll models – equipped with Frag Grenade. +2pts per model
WargearAll models – equipped with Krak Grenade. +3pts per model
WargearAll models – equipped with Melta Bomb. +5pts per model
WargearAll models – equipped with Blind Grenade. +2pts per model
WargearAll models – equipped with Photon Flash Flare. +2pts per model
WargearAll models – equipped with Refractor Field. +6pts per model
WargearLeader – an additional weapon from Special Weapons.
WargearLeader – equipped with Pack Grenade Launcher. Loaded with Krak Grenades as well as Frag Grenades. 10pts
SpecialDispersed Formation
SpecialFear
SpecialFlip

A Harlequin locked in Hand-to-Hand Combat as its turn opens may quit the fight in the Movement Phase, and none of what Breaking Off costs follows: the model is not Broken, and takes no blow as it withdraws.

It falls back a full Normal Move from the enemy it leaves, may be set down facing wherever its player chooses, and shoots afterwards as any model shoots. It may not pass out of one engagement straight into a second.

SupportAll models. May ride Jetbikes bought from Support. A squad on Jetbikes needs only five models, against ten on foot.

Equipment

Aspect Wargear

Dark Reaper Range Finder

The range finder is linked to the weapons its wearer carries and adds +1 To Hit with them, as a Targeter would. It also tracks fast targets: neither the Fast Moving Target nor the Very Fast Moving Target To Hit Modifier applies to its shots.

Swooping Hawk Wings

Wings count as a Jump Pack, with these differences. A leap is straight, 6" to 36" long, and tall obstacles cost it no distance. No Scatter Dice is rolled on landing, though no model may come down within 1" of cover, a building, a vehicle, an obstacle or another model, other winged models included.

A winged model leaping into Hand-to-Hand Combat may set down 1" or less from the enemy model it means to fight, while staying 1" clear of everything else named above. It gains none of the extra 4" a Jump Pack adds to a Charge. Any shot at a winged model counts it as a fast target, -1 To Hit, however short its leap.

As its Movement Phase begins, a squad of winged models may announce that it is leaving the battlefield, even from Hand-to-Hand Combat, where no blows are struck at it as it goes. The whole squad leaves the table together and makes no other move that turn. While away it does nothing, neither shooting nor dropping grenades.

When its next Movement Phase comes, the whole squad may land together anywhere on the table, into Hand-to-Hand Combat if desired, and makes no other move that turn. It may shoot as normal after landing but may not use grenades. A winged model that lands in Hand-to-Hand Combat gains +1 Weapon Skill as a charger. A character with wings, acting on its own as the rules for Heroic Characters allow, may leave the table and return in the same way.

Warp Spider Jump Generator

A Warp Spider squad can jump instead of making its normal move, but may not both jump and move normally in the same turn. It may also jump once the Shooting Phase is over, so it can jump, shoot and jump again in one turn. A jump ignores Terrain and may end inside a Building or bunker, but a Warp Spider may never enter or land on a vehicle.

The squad's jumps total no more than 18" in a turn, split as it likes across the Movement Phase and its jump after shooting. One model is moved first; the others are then placed within 6" of it and in Squad Coherency, so the rest need not match its distance exactly.

A jump may end in Hand-to-Hand Combat, whether made as its move or after shooting, and the combat then begins as normal. An enemy on Overwatch cannot fire at Warp Spiders arriving this way. The squad gains the usual +1 to its Combat Score for charging.

The squad may push its total past 18", to no more than 30", at a risk. Before any jump that takes it beyond 18" in the turn, whether a long first jump or a further one after shooting, each Warp Spider rolls a D6. Beyond 18" and up to 24" a model is destroyed in the warp on a 6; beyond 24" and up to 30", on a 5+.

Warrior Powers

Each Exarch may buy no more than two different Exarch Warrior Powers, each at the price shown above. A Phoenix Lord carries up to three, named with its entry.

Crack Shot

When shooting, the model adds +1 to each D6 it rolls To Hit. It may also fire past a weapon's maximum range by up to half that range again. A shot in that extra band takes the weapon's Long Range modifier, and the +1 does not apply to it.

Turn Aside Blow

In Hand-to-Hand Combat the model may Parry without a sword or any other weapon able to parry. When it parries, it may make its opponent re-roll as many as two Attack Dice instead of one.

Disarm

When the model's Combat Score beats its opponent's in Hand-to-Hand Combat, it may give up its hits that turn to disarm its opponent. No hits are struck; instead the opponent loses one weapon, chosen by the model, which is destroyed for the rest of the battle.

Crushing Blow

In Hand-to-Hand Combat the model has +1 Strength. The bonus is added both to its own Strength and to the Strength of whatever close combat weapon it fights with.

Bounding Leap

The model may leap 4" in each Movement Phase as well as moving, whether it moves normally, Runs or Charges, though it may leap only once a turn. A leap carries it over any obstacle of up to human height, enemy models included, at no cost to its move. Once any Hand-to-Hand Combat phase ends, the model may also leap out of the fight without penalty.

War Shout

A model that Charges gives a War Shout and causes Fear, so the enemy it charges tests for Fear under the usual rules.

Fighting Fury

The model's Attacks characteristic goes up by 1.

Mighty Strike

When the model scores two or more hits, it may trade them all for one hit at +1 Strength for each hit after the first.

Sustain Attack

The model's Follow-Up Move may reach 4" rather than the usual 2".

Fast Shot

The model may fire twice in each Shooting Phase, choosing one target for both shots or a different target for each.

Tough

The model's Toughness characteristic goes up by 1.

Stealth

Shots at the model suffer -1 To Hit within Short Range and -2 within Long Range.

Battle Fortune

A failed Armour Save made with the model's Exarch armour may be re-rolled. Saves from any other protection it has get no re-roll.