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.
Any unit with the Eldar Fleet special rule may move
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
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.
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