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Eldar Rules


Commander

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.


Dispersed Formation

See Squad Coherency in General Rules.

Carried by Eldar Scout Squad, Harlequin Troupe.


Fear

See Fear in Psychology.

Carried by Harlequin Troupe.


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 Troupe.


Immunity to Psychology

See Immunity to Psychology in Psychology.

Carried by Avatar.


Infiltration

See Infiltration in General Rules.

Carried by Eldar Scout Squad.


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.


Never Breaks

See Never Breaks in Breaking & Rallying.

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.


Terror

See Terror in Psychology.

Carried by Avatar.