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CODEX Eldar UPDATE
This update is designed to incorporate all of the new rules and units to the 2nd edition
Eldar army list. In effect these rules are simply bolted on to the existing list.
Contents
General Changes
Exarchs
1
Weapons
1
Additional Warlock Powers
2
Additional Wargear Cards
Vehicles
Vehicle Squads
Falcon Grav Tank
2
Fire Prism Grav Tank
3
Wave Serpent Grav Tank
3
Vehicle Cards
3
Craftworld Armies
5
General changes and additions to the Eldar list
All the following amendments apply
Exarchs
When choosing Exarchs you may only give them shrine specific wargear if that type of aspect warrior
appears in the army. For example an Exarch may only take Dark Reaper equipment if that squad
appears in the army. Also a shrine specific Exarch must lead a squad from its shrine. This prevents
random Exarchs simply turning up. You can still make up your own Exarchs though, they will just
not have access to the Exarch wargear list. Also you cannot mix equipment from different shrines. So
no Wings and missile launcher combos or jump generators with banshee masks!
Eldar Weaponry
The Eldar have a superior grasp of technology to other races. The following changes apply tocertain
Eldar weapons.
Fusion Gun
To represent the Eldars superior technology replace the meltagun entry with the Fusion Gun one.
Where a meltagun would appear in the Eldar list, such as a the Fire Dragons, it is simply replaced. In
effect the Eldar cannot have meltaguns!
Range S
L
To Hit S
L
Str.
Dam.
Save Mod.
Arm. Pen.
Special
Fusion Gun
6
12
+1
-
8
D6
-4
2D6+8
Metal Flayer
Lasgun
An Eldar Lasgun is capable of faster and more prolonged bursts than their Imperial counterparts. To
represent this, Eldar lasguns have a long range of 30
Missile Launcher
An Eldar Missile Launcher comes with plasma instead of frag missile. Where an entry in the list reads
that a missile launcher comes with frag missiles, it comes with plasma missiles instead
Pulse Laser
To represent the Eldars superior technology replace the lascannon entry with the Pulse Laser one.
Where a lascannon would appear in the Eldar list, such as a Grav Platfrom, Dreadnought, War Walker
and Falcon Grav Tank it is simply replaced. In effect the Eldar cannot have lascannons! This weapon
costs 35 points so add +5 points to all lascannon entries in the list (as it becomes a Pulse Laser)
Range S
L
To Hit S
L
Str.
Dam.
Save Mod.
Arm. Pen.
Special
Pulse Laser
20
60
-
-
9
2D6
-6
3D6+9
1SD
Star Cannon
To represent the Eldars superior technology replace the Heavy Plasma Gun entry with the Star Cannon
one. Where a Heavy Plasma Gun would appear in the Eldar list, such as a Grav Platfrom, Dreadnought,
War Walker and Falcon Grav Tank it is simply replaced. In effect the Eldar cannot have Heavy Plasma
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Guns! This weapon costs 40 points so add +10 points to all Heavy Plasma Gun entries in the list (as it
becomes a Star Cannon)
Range S
L
To Hit S
L
Str.
Dam.
Save Mod.
Arm. Pen.
Special
Star Cannon
20
60
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-
10
D10
-6
D6+D10+10
1 ½ blast
Additional Warlock Powers
The following two powers are added to the Eldar Psychic power deck. They can be taken by Warlocks
and Farseers.
Conceal
Force 1
The caster becomes a mere shadow. All hits on the caster have 2 to hit and also the caster has a 2+
unmodified save against templates.
Embolden
Force 1
36
Any single broken unit within range rallies automatically in the rally phase as if it had rolled a double
one (insane courage). This power may also be used to give a single Eldar squad within range LD 10
until the beginning of the next Eldar psychic phase, if it is used this way then it counts as a remains in
play spell.
Eldar only Wargear
The following list of Wargear is added to the existing pool of Eldar only Wargear Cards
Biting Blade
15 points
Power Sword that causes D3 wounds and has a 4 save
Diresword
10 points
Counts as a sword. Models suffering a wound (even if saved) from the dire sword must take a LD test or
die immediately
Ghosthelm
10 points
Model rolls 2 dice against a daemonic attack and chooses the highest roll. Daemons fighting the model
in close combat have their WS halved. Farseer Only
Runes of Witnessing
20 points
Model may use any warp cards as force cards. Farseer Only
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Vehicles
The following amendments apply to Eldar vehicles.
Vehicle squads
The following Eldar vehicles may join into squads:
Dreadnoughts and War Walkers 1-3
Anti-Grav Platforms 1-5
Falcons, Fire Prisms and Wave Serpents 1-3
Vypers 1-3
A single Vyper may also be bolted onto a Jetbike squadron and comes from that points allowance and
takes up that suppoert slot instead. Rememeber that Guardians on Jetbikes come from the support
section.
Falcon Grav Tank
The following is added to the Eldar Support Section. Since this vehicle was missing from the Eldar
CODEX we have reproduced it here.
Eldar Falcon Grav Tank
198 points
An Eldar army may have any number of Falcon Grav Tanks.
Crew
2 Eldar Pilots, 1 Driver and 1 Gunner, Wearing Mesh Armour (5+ save). Crew also
carry Shuriken Pistols.
Weapons
One Pulse Laser in the turret with a 360-degree fire arc and one turret mounted
weapon from the following list: scatter laser +35 pts, heavy plasma gun +30 pts,
missile launcher +30 pts, shuriken cannon +30 pts, pulse laser, +30 pts. Twin
linked Shuriken catapults under the hull with a 90-degree fire arc, these can be
upgraded to a Shuriken Cannon for +5 pts. Weapons have targeters.
Transport
Up to 6 models. These cannot be the Avatar, Wraithguard or Grav platforms.
Ram Value
Strength 7, D12 damage, -5 save.
SPEEDS; SLOW
8
COMBAT
20
FAST
30
TYPE
Heavy Skimmer
HIT LOCATIONS
D6 1
Grav Motor
Front armour: 18
Side/rear: 18
2-4
Hull
Front armour: 18
Side/rear: 18
5-6
Turret
Front armour: 18
Side/rear: 18
d6
Grav Motor
1-4
Motor damaged, may only move at slow speed.
5-6
Engines destroyed, Grav Tank crashes, as below.
d6
Hull
1
Pilot killed
2-3
Large explosion. D6 for each model on board, they are killed
on a 4-6. Passengers if hit, have an armour save.
4
Engines explode, killing crew. Grav Tank is spun to face a random
direction then crashes as below.
5
Vehicle bursts into flames, crew killed. Crashes as below and then
explodes, models within 3 hit as if by a heavy flamer.
6
Ammo explodes, killing crew but instead of crashing it explodes
immediately, models within 3 take D6 Str. 10 hits, -3 save
d6
Turret
1
Turret weapons jammed and each need a 4+ to fire
2
Random mounted weapon on turret is destroyed
3
Gunner killed
4-6
Ammo explodes and Grav Tank crashes, see below. Turret flies off
2D6 random direction causing D6 Str. 9 hits with a 6 save on
anything it lands on
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Crashing
If Grav Tank is at slow speed then it crashes on the spot. Models dismount as normal. If it is at combat or fast sped
then it crashes to the ground and then ploughs forward 3D6, ramming anything in its path as normal. Models on
board are hit on a 4+ and then take an armour save. Survivors then dismount as normal.
Fire Prism Grav Tank
The following is added to the Eldar Support Section. Since this vehicle was missing from the Eldar
CODEX we have reproduced it here.
Eldar Fire Prism Grav Tank
215 points
An Eldar army may have any number of Wave Serpents.
Crew
2 Eldar Pilots, 1 Driver and 1 Gunner, Wearing Mesh Armour (5+ save). Crew also
carry Shuriken Pistols.
Weapons
Fire Prism mounted in the turret with a 360-degree fire arc and twin linked Shuriken
catapults un the hull with a 90-degree fire arc. Weapons have targeters.
Special
Crystal targeting Matrix
Ram Value
Strength 5, D4 damage, -2 save.
SPEEDS; SLOW
10
COMBAT
18
FAST
35
TYPE
Heavy Skimmer
HIT LOCATIONS
D6 1
Grav Motor
Front armour: 18
Side/rear: 18
2-4
Hull
Front armour: 18
Side/rear: 18
5-6
Turret
Front armour: 18
Side/rear: 18
The damage tables are identical to that of the Falcon.
Wave Serpent
The following is added to the Eldar Support Section. These are modifications to the standard Grav
Tank and are more dedicated to transporting troops and so are more heavily armoured in the face of an
enemy assault.
Eldar Wave Serpent
210 points
An Eldar army may have any number of Wave Serpents.
Crew
2 Eldar Pilots, 1 Driver and 1 Gunner, Wearing Mesh Armour (5+ save). Crew also
carry Shuriken Pistols.
Weapons
Twin linked Shuriken Cannons in the turret with a 360-degree fire arc and twin
linked Shuriken catapults un the hull with a 90-degree fire arc. Weapons have
targeters.
Transport
Up to 12 models. These cannot be the Avatar, Wraithguard or Grav platforms.
Special
Energy Field: The Wave Serpents hull generates a disruptive energy field that
protects it from all types of enemy fire. The Wave Serpent subtracts D6 from all
penetrating rolls made against it. This does not count for Close Combat Attacks.
Ram Value
Strength 5, D4 damage, -2 save.
SPEEDS; SLOW
10
COMBAT
18
FAST
35
TYPE
Heavy Skimmer
HIT LOCATIONS
D6 1
Grav Motor
Front armour: 20
Side/rear: 20
2-4
Hull
Front armour: 20
Side/rear: 20
5-6
Turret
Front armour: 20
Side/rear: 20
The damage tables are identical to that of the Falcon.
Eldar Vehicle Upgrades
These are Eldar specific vehicle upgrades and can be combined in the normal way. The Eldar can also
choose upgrades from the standard vehicle upgrade set. Remember that they must be represented on the
model, ideas for modelling these upgrades can be found in related GW publications.
Crystal Targeting Matrix 20 points No penalty for shooting at fast moving and jinking targets
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Crystalline Web 25 points/location if location hit and penetrated roll on following table instead of vehicle
damage one; 1-2 vehicle unaffected, 3 if a weapon mounted cannot fire next turn, 4-5 roll a D3 on the normal table
and the web is destroyed, 6 roll a D6 on the normal table and the web is destroyed
Holo-field 30 points -1 to hit when shooting at vehicle
Psycho-Sonic Screamers 20 points Vehicle causes terror
Spectral Shield 15 points reduce the penetration roll from laser weapons by D6
Spirit Stone 15 points 6+ nullify roll against psychic attacks that will affect the vehicle, counts as third
crewman in case of deaths with T4 and 1 wound.
Star Engines 20 points In the shooting phase after the vehicle may fire the Star Engines up, (this can be after it
has already fire at its declared targets) the vehicle immediately moves 2D6 straight ahead, passing over relevant
terrain. Note that it can crash or fly off the table or other related mishaps. skimmers only
Talons 30 points Pre-emptive strike to close combat against vehicles, 4+ to hit, if hit scored roll equal to or
more than attackers toughness, if successful confers 1 wound with a 2 saving throw. Costs double points for
Wraithlords and War Walkers.
Vectored Engines 25 points Vehicle may make double amount of normal turns, skimmers only
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Craftworld Armies
While you are free to develop your own craftworlds and chose armies how you wish, the following
entries represent the most famous Eldar Craftworlds. If you are choosing an Eldar army using these
modified lists, you must declare this and follow the list restrictions in order to gain access to the new
units. Note that were aspect is used as a restriction in these lists, it also applies to Wraithguard, exodites
and pirates.
Iyanden
This craftworld was almost annihilated by the Tyranid Hive Fleet Kraken. Many of their warriors are
now long dead, but continue to serve their shattered world through spirit stone animated armour.
Spirit Seers (replace the Warlock entry in the standard list)
Troop type
M
WS
BS
S
T
W
I
A
LD
Points
Type
Spirit Seer
5
5
5
3
4
1
8
1
9
56
Hero
Seer Champion
5
6
6
4
5
2
8
1
9
107
Hero
Seer Master
5
7
7
4
5
3
9
2
10
167
Commander
Spirit Seers are equipped in the same way as Warlocks and have the same psychic levels. In addition
Wraithgurad within 6 of a Spirit Seer add +2 to their rolls to hit (as well as having the +1 to hit for
being within 12. They also add +1 to their rolls to avid being killed against Daemonic attack.
An Iyanden army may have one Exarch squad for every unit of Wraithguard in the army. They may
choose Dreadnoughts without the vehicle cap limit (1 vehicle per squad) that other vehicles have
(though if you are taking other vehicles then they must still count each dreadnought against the vehicle
cap).
Iyanna Arienal - Iyanden only special character
Troop type
M
WS
BS
S
T
W
I
A
LD
Points
Type
Iyanna Arienal
5
7
7
4
5
3
9
2
10
202
Commander
Weapons
Shuriken Pistol, Spear of Teuthalas (Singing spear with 18 range)
Armour
Armour of Vaul 4+ unmodified save and nullifies psychic powers on a 3+ if in area
of effect
Special
Spirit Seer
Saim-Hann
Saim-Hann is famed for its expert jetbike riders, a reflection of the still feral nature that this planet
maintains.
Wild Rider Chief Added to character section
Troop type
M
WS
BS
S
T
W
I
A
LD
Points
Type
Wild Rider Chief
5
5
5
4
4
2
6
2
9
60
Hero
Weapons
Shuriken Pistol
Armour
Mesh Armour
Wargear
Jetbike with Shrieker Cannon. May choose assault weapons.
Special
Expert Rider: May make an additional turn at any vehicle speed. Enemy fire on the
Chiefs vehicle suffers 1 to hit in addition to other modifiers.
Wild Rider Kinsmen Added to squads section
Troop type
M
WS
BS
S
T
W
I
A
LD
Points
Wild Rider Kin
5
4
4
3
3
1
5
1
8
42
Squad
3-5 models
Weapons
Shuriken Pistol
Armour
Mesh Armour
Wargear
Jetbikes with Shuriken Catapults. One modlel may choose a Shrieker Cannon for +5
points. May choose assault weapons.
Special
Expert Riders: May make an additional turn at any vehicle speed. Enemy fire on the
Kinsmens vehicles suffer 1 to hit in addition to other modifiers.
May only be joined by a Wild Rider Chief.
All other vehicles in the Saim-Hann army have the expert riders rule, but may only use it to gain one
additional turn at each vehicle speed.
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Saim-Hann armies may not choose Dark Reapers, Anti-Grav Platforms, Dreadnoughts or Wraithguard
and cannot have more aspect (Exodites do not count) squads than there are Wild Rider squads in the
army. Guardians on Jetbikes are chosen from the squads section.
Nuadhu FireHeart Sain-Hamm only special character
Troop type
M
WS
BS
S
T
W
I
A
LD
Points
Type
Nuadhu
5
5
5
4
4
2
6
2
9
115
Hero
Weapons
Shuriken Pistol, Power Spear (Axe)
Armour
Plated Mesh (4+ save)
Wargear
Rides a Vyper with a Shuriken Cannon turret. +2 to all armour values. Nuadhu stands
on a special platform. When the Vyper makes a hit and run attack Nuadhu may use
all of his attacks and the Vyper does not need to test to see if it hits the ground.
Special
Expert Riders
Alaitoc
This secretive craftworld, tailors its forces to be experts at stealth, choosing to fight from the shadows
rather than in open battle.
Path-Finders Added to squads section. May have one path-finder squad per scouts squad in the army
Troop type
M
WS
BS
S
T
W
I
A
LD
Points
Path-Finder
5
4
4
3
3
1
5
1
10
36
Squad
3-5 models
Weapons
Needle Sniper Rifle and Shuriken Pistol
Armour
Mesh Armour cameoline cloaks (-1 to hit)
Wargear
May choose assault weapons. Entire squad may have frag grenades +2 pts per model,
or krak grenades +3 pts per model.
Special
Infiltrate
Marksmen can shoot at any target they can see and fire the needle rifles up to 48
World-Weary Leadership 10 value reflects their battle hardiness and impassive
nature
Scout squads count towards the minimum squad requirements for an army. You cannot have more
guardian squads than there are scout squads in the army. The Alaitoc support section has a maximum
allowance of 25% and only guardian squads count towards the vehicle cap. You may choose one aspect
squad per guardian squad. This formulates the vanguard meeting, taking on the army already in
disarray by the actions of the Alaitoc scouts.
Biel-Tan
Biel-Tan are the Eldar craftworld most dedicated to war. Where other Eldar are mobilised primarily for
defence, the Biel-Tan forces actively seek conflict to eradicate the galaxy of their foes.
Biel-Tan forces may only have a Farseer if they first have an Avatar. They may not have more
Warlocks than there are Exarchs in the army and an Exarch must lead the army, unless the Avatar is
present. Biel-Tan forces have +1 hero choice to the standard organisation chart.
A Biel-Tan army cannot have more Guardian or Scout squads than there are Aspect squads in the army.
Biel-Tan armies can only choose Pirates and Exodites as allies from the support section.
Ulthwe
Lying closest to the Eye of Terror, Eldar of the Ulthwe Craftworld are constantly at war with both the
physical and mental forces of Chaos.
Black Guardians Replace Guardians in the squads section.
Troop type
M
WS
BS
S
T
W
I
A
LD
Points
Black Guardian
5
4
4
3
3
1
5
1
9
15
Have the same equipping and wargear options as standard Guardians
Warlock Augment When a Farseer attempts to use a power roll a D6, if the score is equal to or less
than the number of Warlocks within 12 then the power is cast with Ultimate Force! Warlocks count
as expending a power if you choose to make this roll and so must skip their next casting turn.
Ulthwe Farseers and Warlocks also add +2 to their rolls to avid being killed against Daemonic attack.
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Ulthwe Eldar cannot have more aspect squads than it has Black Guardian squads. They must choose a
Farseer over an Avatar and cannot have more non-Warlock heroes than there are Warlocks in the army.
They can only choose Exodites or Pirates from the allies section.
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