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Faction Specific Rules · Chapter 17

Eldar Rules

Exarch Warrior Powers

An Exarch takes no more than two Exarch Warrior Powers, and may take none; no power may be taken twice. Each power has a fixed price, added to the Exarch's own points.

A Phoenix Lord carries up to three different powers. Each Phoenix Lord's powers are given with that Phoenix Lord's entry.

Warrior Powers

The fifteen powers, each with its rule and price, are on the Codex Eldar list:

Armour (Wraithguard)

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.

Carried by Wraithguard.

Cavalry (Exodites)

See Cavalry in General Rules.

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

Carried by Exodite Dragon Knights, Exodite Lord.

Commander (Avatar)

See Commanders in General Rules.

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.

Carried by Avatar, Avatar.

Counts 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.

Carried by Avatar, Avatar.

Fights Alone

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

Carried by Solitaire.

Flip

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.

Carried by Harlequin Squad, Harlequin Troupe.

Harlequin

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.

Carried by Death Jester, Great Harlequin, Shadow Seer.

Harlequin (Solitaire)

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.

Carried by Solitaire.

Iron 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+.

Carried by Avatar, Avatar.

Leaders (Pirates)

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.

Carried by Eldar Pirates, Pirate Captain.

Leadership (Phoenix Lords)

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.

Carried by Asurmen, Baharroth, Fuegan, Jain Zar, Karandras, Maugan Ra.

Proximity 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.

Carried by Wraithguard.

Psychic Powers (Shadow Seer)

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

Carried by Shadow Seer.

Psychology (Solitaire)

See Immunity to Psychology in Psychology.

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

Carried by Solitaire.

Psychology and Leadership (Avatar)

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.

Carried by Avatar.

Special Invulnerabilities

Heat does the Avatar no injury whatever. Melta weapons, plasma weapons and flamers, together with any grenade or missile of like kind, leave it wholly unhurt.

Carried by Avatar.

Special Invulnerabilities (Codex Eldar)

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.

Carried by Avatar.

Strategy (Eldrad)

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

Carried by Eldrad Ulthran.