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Eldar Codex v.8

Eldar Codex v.8

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Published by Emlyn Fuller

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Published by: Emlyn Fuller on Jun 25, 2012
Copyright:Attribution Non-commercial

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11/22/2012

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1
Codex:
 
Eldar
 
 
2
Contents Page
Page 3
 –
Eldar Special RulesPage 4
 –
Army List
 –
HQ Page 14
 –
Army List
 –
ElitesPage 22
 –
Army List
 –
TroopsPage 27
 –
Army List
 –
Dedicated TransportPage 28
 –
Army List
 –
Fast AttackPage 33
 –
Army List
 –
Heavy SupportPage 39
 –
Eldar Ranged WeaponryPage 40
 –
Eldar Ranged Weaponry: Aspect Warrior TemplesPage 41
 –
Farseer Psychic PowersPage 42
 –
Warlock Psychic Powers and Paths of the SeerPage 43
 –
Wargear of the Witch PathPage 44
 –
Armoury
 –
Eldar Close Combat WeaponsPage 46
 –
Armoury
 –
Eldar WargearPage 48
 –
Armoury
 –
Eldar Vehicle ArmouryPage 49
 –
Autarch PowersPage 50
 –
 
What’s Changed and Why
 Page 52
 –
AcknowledgmentsPage 53
 –
Legal Stuff 
 
3
Eldar Special Rules
 
The following are special rules or abilties unique to the Eldar army, any other special rules are listed alongside their relevant unit entry (in the case of rules that apply to a specific unit)or in the Warhammer 40,000 rulebook.
Eldar Fleet:
Any unit with the Eldar Fleet special rule may move
2D6” (selecti
ng the highest) in the assault phaseinstead of performing a normal assault move. This movement may be made in any direction
 –
thereforenot neccaserily into close combat
 –
and follows all the usual movement and assault restrictions;therefore they may not perform this move after firing a heavy weapon, after disembarking from atransport or after deepstriking etc. This movement is slowed by difficult terrain by reducing the numberof D6 rolled from 2D6 to a single D6, unless the unit possesses the Move Through Cover special rule.Units with the Eldar Fleet special rule must also re-roll a single D6 when determining Fall Back distance,selecting the highest result.Furthermore, all units with the Eldar Fleet special rule also benefit from the Fleet special rule, asdescribed in the Warhammer 40,000 rulebook.
Note: this is made instead of an assault movement, not in addition to; therefore the maximum distancethat can be moved in the assault phase via Eldar Fleet 
– 
unless specified otherwise
– 
 
is 6” 
 
Exarch Powers:
Earch powers only affect the Earch (or Phoeni Lord) and their unit (or a unit of their ‘disciples’),
including any Autarch (including Prince Yriel) that may have joined that unit. These abilities happenautomatically and do need to pass a test, but are lost if the Exarch is removed from the squad.
Wraithsight:
If a unit has the Wraithsight special rule, each turn roll a D6, on a roll of one, that unit may not move,shoot or assault that turn. Furthermore, in assault they are automatically hit and strike at Initiative 1 andWS1. If the D6 rolls any other result, Wraithsight has no effect on that turn.
If there is an Eldar Psyker within 6” of the unit, or a Spiritseer within 12”, then the Wraithsight rule has
no effect.
 

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