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Wargear

Contents
Melee Weapons
• Biting Blade
• Chainsabres
• Diresword
• Executioner
• Ghost Weapons
• Laser Lance
• Mirrorswords
• Powerblades
• Scorpion Chainsword
• Scorpion’s Claw
• Singing Spear
• Star Lance
• Triskele
• Witch Staff
Ranged Weapons
• Starcannons
• Distortion Weapons
• Eldar Missile Launcher
• Fusion Weapons
• Laser Weapons
• Monofilament Weapons
• Prism Cannon
• Ranger Long Rifle
• Reaper Launcher
• Shuriken Weapons
• Tempest Launcher
• Vibro Cannon
Armour
• Aspect Armour
• Heavy Aspect Armour
• Mesh Armour
• Phoenix Armour
• Rune Armour
Treasures of Vaul
• Banshee Mask
• Eldar Jetbike
• Forceshield
• Ghosthelm
• Grenade Pack
• Heavy Weapon Platform
• Mandiblasters
• Reaper Rangefinder
• Scattershield
• Shimmershield
• Swooping Hawk Wings
• Warp Jump Generator
Remnants of Glory
• Armour of the Last Runes
• Death and Destruction
• Faolchú’s Wing
• Fire Axe
• Firesabre
• Kurnous’ Bow
• Mask of Jain Zar
• Shard of Anaris
• Staff of Ulthamar
• The Eye of Wrath
• The Maugetar
• The Phoenix Gem
• The Scorpion’s Bite
• The Shining Blade
• The Spear of Twilight
• The Spirit Stone of Anath’lan
• The Sword of Asur
• The Wailing Doom
• Uldanorethi Long Rifle
• Voidbringer
Eldar Vehicle Equipment
• Crystal Targeting Matrix
• Ghostwalk Matrix
• Holo-fields
• Mindshock Pod
• Power Field
• Serpent Shield
• Spirit Stones
• Star Engines
• Vectored Engines
Lords of War Equipment
• 
Phantom Close Combat Weapon
• 
Phantom Cloudburst Missile Launcher
• 
Phantom D-cannon
• 
Phantom Missile Launcher
• 
Phantom Pulsar
• 
Phantom Starcannon
• 
Revenant Missile Launcher
• 
Sonic Lance
Eldar Psychic Powers
• The Deathly Skein
• Runes of Battle
  Conceal/Reveal
 1 Destructor/Renewer
 2 Embolden/Horrify
 3 Enhance/Drain
 4 Protect/Jinx
 5 Quicken/Restrain
 6 Empower/Enervate
• Runes of Fate
  Guide
 1 Executioner
 2 Doom
 3 Will of Asuryan
 4 Fortune
 5 Mind War
 6 Eldritch Storm
This section of Codex: Eldar Craftworlds lists wargear (including Melee Weapons, Ranged Weapons, Armour, Treasures of Vaul, Remnants of Glory, Eldar Vehicle Equipment, Lords of War Equipment, Eldar Psychic Powers, Runes of Battle and Runes of Fate) used by Eldar Craftworlds, along with the rules for using them in your games of Warhammer 40,000.

Melee Weapons

Profiles for the following melee weapons can be found in the Warhammer 40,000 rulebook:
Power Axe

Biting Blade

A fearsome two-handed chainsword, the biting blade is the ideal weapon for those Striking Scorpion Exarchs seeking to deliver a brutal deathblow.

Range S AP Type
- +2 4 Melee, Two-handed

Chainsabres

Chainsabres are twinned chainblades mounted in ancient gauntlets that each incorporate a shuriken pistol, meaning the user can let loose a short-range fusillade as he leaps into the fray before delivering a lightning flurry of blows.
A set of chainsabres is comprised of two weapons and hence grants a bonus Attack.

Range S AP Type
- +1 5 Melee, Rending
12" 4 5 Assault 2, Bladestorm

Bladestorm: When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness, and is resolved at AP2.

Diresword

These dreaded swords have a vengeful spirit stone set into their hilts. A single blow from a diresword can separate the victim’s soul from his body.

Range S AP Type
- User 2 Melee, Soulrazor

Soulrazor: When a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Leadership test for each Wound suffered or be removed from play.

Executioner

An executioner is an elegant, two-handed power glaive favoured by the Exarchs of the Howling Banshees. These expert melee fighters use the long-hafted blades to wreak bloody carnage across the battlefield in an instant.

Range S AP Type
- +2 2 Melee, Two-handed

Ghost Weapons

The rudimentary sentience within the spirit stone core of each ghost weapon, whether axe, glaive or sword, empowers the blade and guides its wielder’s blows toward the vital points of his foe.

Range S AP Type
Ghostaxe - +2 2 Melee, Unwieldy
Ghostglaive - +1 2 Melee, Master-crafted
Ghostsword - +1 3 Melee

Laser Lance

Used by the Shining Spears Aspect Warriors, laser lances produce built-up pulses of energy that are released with explosive force when the wielder charges the target.

Range S AP Type
- +3/User* 3 Melee, Lance
6" 6 3 Assault 1, Lance

* Laser lances have two values for Strength. The first is used only on a turn in which a model charges; the second is used at all other times.

Mirrorswords

Used in an ambidextrous sword-form by some Howling Banshee Exarchs, mirrorswords create a whirling web of steel.
A set of mirrorswords is comprised of two weapons and hence grants a bonus Attack.

Range S AP Type
Mirrorsword - User 3 Melee, Master-crafted

Powerblades

Twinned power weapons that fit to the forearms of the user, powerblades resemble the foreclaws of a stylised Eldar spider.
A set of powerblades is comprised of two weapons and hence grants a bonus Attack.

Range S AP Type
- User 3 Melee

Scorpion Chainsword

First amongst the ritual weapons used by the Striking Scorpions Aspect, these distinctive chainswords bolster the offensive power of their users considerably.

Range S AP Type
- +1 6 Melee

Scorpion’s Claw

A gauntlet that contains a built-in shuriken weapon, this weapon is sheathed in a power field that enables its wielder to tear through even the thickest battle plate.

Range S AP Type
- x2 2 Melee
12" 4 5 Assault 2, Bladestorm

Bladestorm: When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness, and is resolved at AP2.

Singing Spear

When hurled by an Eldar psyker, a singing spear can sunder both armour and flesh, and will always return to its wielder.

Range S AP Type
- User - Melee, Armourbane, Fleshbane
12" 9 - Assault 1, Fleshbane

Star Lance

The star lance is a far more powerful version of the Shining Spears Aspect’s ritual weapon. When a Shining Spear Exarch’s charge hits home, even vehicle armour is not immune to his strike.

Range S AP Type
- +5/User* 2 Melee, Lance
6" 8 2 Assault 1, Lance

* Star lances have two values for Strength. The first is used only on a turn in which a model charges; the second is used at all other times.

Triskele

An arcane throwing weapon used by Howling Banshee Exarchs, the triskele has three razorsharp blades that slice through an enemy’s armour as a knife cuts through paper. A wellthrown triskele will curve back to its owner in time for the real killing to start.

Range S AP Type
12" 3 3 Assault 3
- User 3 Melee

Witch Staff

Those struck by a psychically-charged witch staff risk having their very soul set aflame, even if their bodies are not broken.

Range S AP Type
- User - Melee, Armourbane, Fleshbane, Soul Blaze

Ranged Weapons

Profiles for the following ranged weapons can be found in the Warhammer 40,000 rulebook:
Flamer

Starcannons

It is a testament to the idiocy of Man that he creates plasma weapons that frequently maim or kill the wielder. Starcannons and suncannons have no such flaw, their plasma cores producing the heat of a star while the guns remains cool to the touch.

Range S AP Type
Starcannon 36" 6 2 Heavy 2
Suncannon 48" 6 2 Heavy 3, Blast

Distortion Weapons

The most dangerous of all Eldar weapons enable their user to open a portal to the Warp. Often called D-weapons, these technological terrors collapse an area of the material universe. Whether the rift is localised or dispersed, the result is invariably fatal for those nearby.

Range S AP Type
D-scythe Template D 2 Assault 1, Distort Scythe
Heavy D-scythe 18" D 2 Assault 1, Blast, Distort Scythe
Wraithcannon 12" D 2 Assault 1
D-cannon 24" D 2 Heavy 1, Barrage, Blast
Heavy wraithcannon 36" D 2 Assault 1

Distort Scythe: When rolling on the Destroyer Weapon Attack table for a weapon that has this special rule, subtract 1 from the result of the D6 roll (to a minimum of 1). Furthermore, a weapon with this special rule is assumed to have a Strength of 4 for the purposes of the No Escape rule and of determining if a hit has the Instant Death special rule.

Eldar Missile Launcher

Eldar missile launchers are elegant and well-balanced. They use complex chambered pods that contain several different kinds of ammunition, all but eliminating the need to reload in battle.

Range S AP Type
Plasma missile 48" 4 4 Heavy 1, Blast
Starhawk missile 48" 7 4 Heavy 1, Skyfire
Starshot missile 48" 8 3 Heavy 1

Fusion Weapons

Fusion weapons cause the molecules of the target to hyper-vibrate, generating so much heat that the victim bursts into flames before suddenly liquefying and then evaporating into nothingness.

Range S AP Type
Fusion pistol 6" 8 1 Pistol, Melta
Fusion gun 12" 8 1 Assault 1, Melta
Firepike 18" 8 1 Assault 1, Melta

Laser Weapons

Eldar lasers use psychically grown crystals to refine the already intense bursts to their optimum potency. Many Eldar consider the laser weapon the most elegant of all, exulting in the fact that their technological mastery extends even to light itself.

Range S AP Type
Lasblaster 24" 3 5 Assault 3
Sunrifle 24" 3 3 Assault 3, Blind
Hawk’s talon 24" 5 5 Assault 3
Scatter laser 36" 6 6 Heavy 4
Pulse laser 48" 8 2 Heavy 2
Bright lance 36" 8 2 Heavy 1, Lance

Monofilament Weapons

Many Eldar units use monofilament weapons, all of which work in a similar fashion by creating a dense monofilament mesh from a complex organo-polymer compound. This is released through thousands of microscopic firing ducts and woven into a net of monofilament wire by spinning gravity clamps. The victim’s own struggles bring about his doom, for the razor-net is so sharp it can reduce an entangled enemy to bloody chunks of flesh in seconds.

Range S AP Type
Death spinner 12" 6 - Assault 2, Monofilament
Shadow weaver 48" 3 3 Assault 3, Blind
Doomweaver
- Dispersed 48" 7 6 Heavy 1, Barrage, Large Blast, Monofilament
- Focussed Template 7 6 Heavy 1, Monofilament, Torrent
Spinneret rifle 18" 6 1 Rapid Fire, Monofilament

Monofilament: When rolling To Wound for a weapon that has this special rule, use the target’s Initiative instead of its Toughness (note that the model’s Toughness is still used to determine whether an attack has the Instant Death special rule). In addition, if a 6 is rolled To Wound when attacking with a weapon that has this special rule, the Wound is resolved at AP2 unless the weapon is AP1.

Prism Cannon

Typically mounted on Fire Prisms, prism cannons greatly amplify the power of a highintensity laser through priceless psychocrystal to generate a devastating blast. This can be focussed into a narrow beam or widened to destroy a broader area at will.

Range S AP Type
Dispersed 60" 5 3 Heavy 1, Large Blast
Focussed 60" 7 2 Heavy 1, Blast
Lance 60" 9 1 Heavy 1, Lance

Ranger Long Rifle

Ranger long rifles are precision implements, accurate enough pick out weak points in a target’s armour even at extreme distances.

Range S AP Type
36" X 6 Heavy 1, Sniper

Reaper Launcher

Used to deadly effect by Dark Reaper Aspect Warriors, reaper launchers fire a fusillade of armour-piercing starswarm missiles. Some Dark Reapers also make use of the more powerful starshot missiles, which have a lower rate of fire, but allow them to engage enemy tanks and fortifications with impunity.

Range S AP Type
Starshot missile 48" 8 3 Heavy 1
Starswarm missile 48" 5 3 Heavy 2

Shuriken Weapons

Shuriken weapons fire monomolecular bladed discs at an astonishing rate, each near invisible to the naked eye but hard enough to scythe through the foe with ease. These instruments of war are capable of firing up to a hundred shuriken in just a few seconds, a series of high-energy impulses originating at the rear of the weapon to propel the small but deadly projectiles through the barrel at terrific speed. Shuriken weapons come in many shapes and sizes, from the shuriken pistols carried by assault troops to the tank-mounted shuriken cannons utilised by the Engines of Vaul.

Range S AP Type
Shuriken pistol 12" 4 5 Pistol, Bladestorm
Shuriken catapult 12" 4 5 Assault 2, Bladestorm
Avenger shuriken catapult 18" 4 5 Assault 2, Bladestorm
Shuriken cannon 24" 6 5 Assault 3, Bladestorm

Bladestorm: When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness, and is resolved at AP2.

Tempest Launcher

Dark Reaper Exarchs sometimes employ tempest launchers that hurl explosives high into the air and then land amongst the foe, allowing these merciless Eldar to obliterate several targets at once.

Range S AP Type
36" 4 3 Heavy 2, Barrage, Blast

Vibro Cannon

Vibro cannons project rising sonic waves that do immeasurable harm. A vehicle hit by a vibro cannon shakes violently before collapsing into shattered fragments, whilst troops are thrown to the ground, coughing up blood and pulverised innards.

Range S AP Type
48" 7 4 Heavy 1, Pinning, Vibro

Vibro: For each model in the same unit after the first that scores at least 1 hit on the target unit with a weapon that has this special rule, add 1 to the Strength (to a maximum of 10) and subtract 1 from the AP (to a minimum of 1) of each hit for that round of shooting. For example, if three models in a unit all score hits on the same target unit with weapons that have this special rule, all hits would be resolved at +2 Strength and -2AP.

Armour


Aspect Armour

Aspect armour is made of psycho-reactive material that reacts to the movements of the wearer, providing excellent, unhindered protection as it moulds and shapes to fit the wearer.
Aspect armour confers a 4+ Armour Save.

Heavy Aspect Armour

Incorporating thick armoured plates but retaining great flexibility, this armour is amongst the best in the known galaxy.
Heavy Aspect armour confers a 3+ Armour Save.

Mesh Armour

Mesh armour is comprised of thousands of tiny pieces of thermoplas that harden on impact to form effective, lightweight protection.
Mesh armour confers a 5+ Armour Save.

Phoenix Armour

The legendary Phoenix Lords wear ancient, invaluable Aspect armour so finely wrought it is proof against almost any weapon. These suits are studded with spirit stones, each of which contains the soul of an Exarch that has been incorporated into the Phoenix Lord’s gestalt spirit.
Phoenix armour confers a 2+ Armour Save.

Rune Armour

Eldar psykers fashion themselves elegant armour decorated with wraithbone runes. Said to pulse in time with the wearer’s heartbeat, rune armour offers protection against attacks both spiritual and physical in nature.
Rune armour confers a 4+ invulnerable save.

Treasures of Vaul

Profiles for the following treasures of vaul can be found in the Warhammer 40,000 rulebook:

Banshee Mask

These amplify the Eldar’s battle cry, inflicting psychic paralysis.
A model equipped with a banshee mask causes Fear. In addition, models cannot fire Overwatch against units that contain at least one model equipped with a banshee mask.

Eldar Jetbike

Eldar jetbikes are swift, graceful mounts that enable their riders to soar across the battlefield raining death upon their foes.
A model riding an Eldar jetbike has a 3+ Armour Save and a twin-linked shuriken catapult. Their unit type also changes to Eldar Jetbike.

Forceshield

These powerful shield projectors can deflect almost any blow.
A model with a forceshield has a 4+ invulnerable save.

Ghosthelm

A ghosthelm conceals the presence of the wearer in the Warp.
If a model with a ghosthelm suffers an unsaved Wound from Perils of the Warp, he can prevent it by immediately expending a Warp Charge point (if he has one).

Grenade Pack

Grenade packs enable Swooping Hawks to drop explosives onto their victims as they soar overhead or dive down to the earth.
Any time a unit with a grenade pack enters play by Deep Strike and does not suffer a Deep Strike mishap, nominate one model in the unit immediately after it arrives. That model can make a single special shooting attack in the Movement phase with the profile below – this represents the unit’s grenade pack attack. A unit that fires grenade packs in the Movement phase can still shoot in the subsequent Shooting phase; however, it must target the same target unit if possible.

Range S AP Type
24" 4 4 Assault 1, Barrage, Blast, Ignores Cover, Skyburst

Skyburst: This shooting attack does not need line of sight. If the unit consists of at least six models with a grenade pack, the attack has the Large Blast special rule instead of the Blast special rule.

Heavy Weapon Platform

With the help of cunningly wrought anti-grav platforms, Eldar Guardians bring heavy fire support to the fight.
One Guardian from the same unit as, and within 2" of, a Heavy Weapon Platform may fire the platform instead of his shuriken catapult, counting as having the Relentless special rule. If there are no Guardians left in the unit, remove the heavy weapons platform as a casualty. Weapons platform models are ignored when allocating Wounds from Look Out, Sir rolls.

Mandiblasters

Mandiblasters spit needle shards that channel a deadly laser blast.
During the Fight sub-phase, at the start of the Initiative 10 step, roll a D6 for each model equipped with mandiblasters. On a result of 4+, an enemy unit that is engaged with the model (attacking player’s choice) suffers a single Wound (saving throws can be taken as normal). Gargantuan Creatures suffer a Wound on a result of 6+ instead of 4+. If a character equipped with mandiblasters is fighting in a challenge, the Wound must be allocated to his opponent.

Reaper Rangefinder

Mounted in the helmet vanes of the Dark Reapers are highly advanced targeters that calculate telemetries in the blink of an eye.
Enemies cannot take Jink saves against shots fired by a model equipped with a reaper rangefinder.

Scattershield

Used to protect precious Eldar war-constructs, scattershields are gigantic fan-shaped shield generators that convert the energy of incoming attacks into blinding sprays of multicoloured light.
The bearer has a 5+ invulnerable save. Whenever the bearer passes one or more saving throws using its scattershield, all enemy units within 6" must test as if they had just been hit by a weapon with the Blind special rule.

Shimmershield

This advanced field generator projects a glittering force field to protect both the user and the warriors who accompany him.
The bearer and his unit have a 5+ invulnerable save.

Swooping Hawk Wings

Swooping Hawk wings utilise jet propulsion motors and anti-grav lifters hidden among their metallic feathers that enable their wearers to soar high above the battlefield.
A model equipped with Swooping Hawk wings gains the Jump unit type. When a unit composed entirely of models equipped with Swooping Hawk wings uses its jump packs in the Movement phase, it can move up to 18" instead of 12". Furthermore, the unit can choose to Skyleap instead of moving in the Movement phase, as long as it did not arrive from Reserves that turn and is not locked in combat or Falling Back. A Skyleaping unit is removed from the board and placed into Ongoing Reserve.

Warp Jump Generator

Wearing a bulbous Warp jump generator, an Eldar can make brief journeys through the Warp. Though this is an extremely dangerous tactic, it grants the wearer a distinct tactical edge.
A model equipped with a Warp jump generator gains the Jet Pack unit type. In the Movement phase, a unit composed entirely of models equipped with Warp jump generators can choose to either move as Jet Pack Infantry or make a Warp jump. If making a Warp jump, it immediately moves up to 2D6+6" in any direction (roll once per unit each turn), ignoring all intervening terrain and models. This move ignores dangerous terrain. If the 2D6 roll is a double 1, one member of the unit (randomly determined) is removed as a casualty. Warp jump cannot be used when the unit is Falling Back.

Remnants of Glory

Remnants of Glory are items of incredible rarity and power, each one an echo of the ancient Eldar empire’s might. Only one of each of the following relics may be chosen per army.


A model can replace one weapon with one of the following. Only one of each Remnant of Glory may be taken per army.

Kurnous’ Bow 10 pts
The Spirit Stone of Anath’lan1,2 15 pts
The Phoenix Gem2 25 pts
Uldanorethi Long Rifle 25 pts
Faolchú’s Wing2 30 pts
Firesabre 30 pts
Shard of Anaris 40 pts
1 Farseer or Spiritseer only.
2 Does not replace one of the character’s weapons.

Armour of the Last Runes

The masterwork runic patterns covering Eldrad’s breastplate are powerful wards against harm.
The Armour of the Last Runes confers a 3+ invulnerable save.

Death and Destruction

The Silent Death is a triskele whose edges were forged in the anti-flame of the Warp, and the Blade of Destruction is an exquisite weapon from before the Fall.

Range S AP Type
Silent Death 12" User 2 Assault 4
Blade of Destruction - User 2 Melee, Shred

Faolchú’s Wing

When Eldanesh fell battling Khaine, the great falcon Faolchú was disconsolate. Faolchú gifted a single golden pinfeather to Eldanesh’s heirs, that perhaps its swiftness might aid them where her own had failed. Legend tells that this artefact is that selfsame token of grief, handed down through generations of Eldar, and surviving even the tumult of the Fall.
A model with Faolchú’s Wing can Run up to 48" in its Shooting phase, provided that it did not manifest any psychic powers or shoot this turn. If it does so it cannot shoot or charge for the remainder of the turn. However, the model can re-roll failed cover saves until the start of its next turn.

Fire Axe

This ancient weapon glows red with the heat of its forging. Massive in size and yet still possessed of the alien elegance typical to the works of Vaul, the Fire Axe has never cooled since the day it was made, and the runes on its surface constantly writhe in blazing agony.

Range S AP Type
- User 1 Melee, Armourbane

Firesabre

Many legends speak of Draoch-var, the great drake whose ethereal fires reduced the great forests of Velorn to inert ash, and whose wrathful strength toppled the pillars of the Temple of Isha. Reputedly, this sword was forged from Draoch’s razored fang in celebration of Ulthanesh’s victory. It burns with a fury that can never be quenched, and its fire spreads like a living thing.

Range S AP Type
- +1 3 Melee, Soul Blaze, Wildfire

Wildfire: Whenever the Firesabre’s Soul Blaze rule inflicts one or more unsaved Wounds, roll a D6 for every unit (friend or foe, but excluding the bearer’s unit) within 6" of the unit that suffered the Wound. On a roll of 4+, that unit is set ablaze as per the Soul Blaze special rule (this Soul Blaze does not benefit from the Wildfire special rule).

Kurnous’ Bow

Eldar myth recounts of when Kurnous hunted across the stars and fashioned an arrow specific to each prey he sought. When loosed from his bow, these slaying missiles would seek out the weakness in their target, finding gaps in defences to reach the soft flesh beneath. Kurnous’ Bow is a shuriken pistol created long ago in honour of these ancient tales. Its psycho-sympathetic ammunition reacts to the vulnerabilities of the foe, turning a shot that should have merely wounded into a killing blow.

Range S AP Type
12" 4 3 Pistol, Rending

Mask of Jain Zar

This precursor to the Banshee mask turns its wearer’s war cry into a mind-shredding sonic barrage.
Models cannot fire Overwatch against Jain Zar or a unit she has joined, and enemy models within 6" of Jain Zar subtract 5 from their Weapon Skill and Initiative (to a minimum of 1).

Shard of Anaris

When Kaela Mensha Khaine slew Eldanesh, he took the sword Anaris and claimed it as his own. When Khaine was shattered in battle with Slaanesh, Anaris too was splintered, the fragments of both blade and wielder coming to rest within the craftworlds. Legend tells that the Shard of Anaris was then crafted into a blade to be borne by the Eldar’s mightiest warriors.

Range S AP Type
- +2 - Melee, Rending, Vaul’s Work

Vaul’s Work: The bearer of this weapon has the Fearless special rule. In a challenge, Attacks made with this weapon have the Fleshbane and Instant Death special rules.

Staff of Ulthamar

This ancient force staff forms a hyperspatial link with Ulthwé’s infinity circuit, and the power held therein.

Range S AP Type
- User 3 Melee (3+), Fleshbane, Force, Spiritlink

Spiritlink: Whenever Eldrad Ulthran successfully passes a Psychic test, roll a D6. On a score of 5 or 6, he immediately generates a Warp Charge point.

The Eye of Wrath

This monocular device is able to send a searing storm of lightning into those under Prince Yriel’s gaze, blasting through armour and flesh in a blazing flash.
One use only. In the Fight sub-phase, provided he is not in a challenge, Prince Yriel can make a special attack at his Initiative step instead of making any close combat attacks. Centre a large blast marker over Prince Yriel; all units (friend or foe) suffer a number of Strength 6 AP3 hits equal to the number of models from their unit at least partially under the template (excluding Prince Yriel). Only unsaved Wounds caused to enemy units count towards combat resolution.

The Maugetar

The Maugetar is a scythe-like weapon built into an adapted shrieker-pattern shuriken cannon.

Range S AP Type
Shuriken 36" 6 5 Assault 4, Rending
Shrieker 36" 1 5 Assault 1, Bio-cataclysm, Pinning, Poisoned (2+), Rending
Scythe blade - +2 3 Melee

Bio-cataclysm: If a non-vehicle model is slain as a result of this weapon, centre the large blast marker over that model before removing the model as a casualty. Units suffer a number of Strength 5 AP4 hits equal to the number of models from that unit that are under the marker. These hits have the Ignores Cover special rule.

The Phoenix Gem

At the height of the War in Heaven, Asuryan himself was laid low by the chill blades of his foes. To save her beloved, Isha drew down the heat of a hundred stars into a glittering gem. The light and heat that had once nurtured countless planets drove the unnatural chill from the Phoenix King’s bones and returned him to his people and his consort. It is said that the Phoenix Gem is the only surviving fragment of this ancient stone. Even now, millions of years hence, it can still return life to the fallen...
One use only. Immediately before the bearer of the Phoenix Gem is removed as a casualty, roll a D6. On a score of 1, remove the model as a casualty. On a score of 2-6, centre the large blast marker over the model. Each unit (friend or foe) suffers a number of Strength 4 AP5 hits equal to the number of models from their unit, excluding the bearer, that are at least partially under the template. If at least one unsaved Wound is caused, the bearer is not removed as a casualty, but remains in play with a single Wound remaining. If no unsaved Wounds are caused, remove the model as a casualty.

The Scorpion’s Bite

The Scorpion’s Bite is a vastly superior mandiblaster constructed in ancient times. The helm-weapons of Karandras’ Striking Scorpion disciples are nothing compared to the fearsome artefact worn by this Phoenix Lord. Many are the foes felled by the Scorpion’s Bite, struck down in a blaze of burning energy before they have raised their weapons in defence.
During the Fight sub-phase, at the start of the Initiative 10 step, roll a D6. On a result of 2+, an enemy unit that is engaged with Karandras suffers a single Wound, with no armour saves allowed. Gargantuan Creatures suffer a Wound with no armour saves allowed on a result of 4+ instead of 2+. If Karandras is in a challenge, this Wound must be allocated to his opponent.

The Shining Blade

Legend tells that Baharroth’s sword was forged by the daughters of Vaul in the dying fires of a supernova, and that some of that long-gone star’s astral might lives on in its blade. Those the sword judges as impure find their own blinding reflections burnt painfully into their eyes.

Range S AP Type
- User 3 Melee, Blind

The Spear of Twilight

It is said that this accursed spear contains the energies of a dying sun.

Range S AP Type
- User 3 Melee, Armourbane, Cursed, Fleshbane

Cursed: When locked in combat, Prince Yriel must re-roll saving throws of 6.

The Spirit Stone of Anath’lan

Anath’lan was once one of Craftworld Biel-Tan’s most skilled Farseers. Alas, pride caused him to misread the runes, dooming a maiden world to a bitter demise. Unable to forgive himself, Anath’lan died of grief. His spirit stone refused to bond with the infinity circuit, and to this day guides other Eldar away from error.
Every time the bearer of the Spirit Stone of Anath’lan attempts to manifest a psychic power, he can choose to reduce the Warp Charge cost by 1 (to a minimum of 1). If he does so, he cannot use his rune armour’s invulnerable save until the start of his next turn.

The Sword of Asur

This diresword, the first of its kind, contains the spirit stone of Asurmen’s long-dead brother Tethesis, that he might continue the fight against the minions of the Great Enemy until the end of time.

Range S AP Type
- +1 2 Melee, Master-crafted, Soulrazor

Soulrazor: When a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Leadership test for each Wound suffered or be removed from play.

The Wailing Doom

Known to the Eldar as the Suin Daellae, the Wailing Doom is a shrieking blade many feet long that sends out murderous bolts of force as the Avatar strides to war and reaps a brutal tally at close quarters.

Range S AP Type
- +2 1 Melee, Armourbane
12" 8 1 Assault 1, Melta

Uldanorethi Long Rifle

Uldanoreth was an outcast whose wanderlust drove him to tread the stars. He braved the dangers of a thousand worlds, surviving only on his wits and ingenuity. Whilst on his long journeys, Uldanoreth perfected the art of the long-range attack, and crafted a formidable weapon capable of sniping enemies from incredible distances.

Range S AP Type
120" X 3 Heavy 1, Sniper

Voidbringer

Illic’s Warp-tearing long rifle is said to contain the essence of the ancient warrior-smith Uldanoreth.

Range S AP Type
48" X 2 Heavy 1, Sniper, Voidshot

Voidshot: When rolling To Wound for a weapon that has this special rule, a roll of 6 causes a Wound with the Instant Death special rule. When making an Armour Penetration roll for a weapon that has this special rule, a roll of 6 causes a penetrating hit, regardless of the vehicle’s Armour Value.

Eldar Vehicle Equipment


Crystal Targeting Matrix

Utilising advanced scanner technologies, this targeting matrix allows pinpoint fire even when on the move.
One use only. A non-Walker vehicle with this upgrade can fire one weapon, at the vehicle’s full Ballistic Skill, after moving Flat Out in the Shooting phase.

Ghostwalk Matrix

A ghostwalk matrix utilises the knowledge and wisdom contained within a spirit stone to guide the vehicle on its path.
A vehicle with this upgrade has the Move Through Cover special rule.

Holo-fields

Harnessing kinetic energy to shimmer and distort the vehicle’s silhouette, holo-fields prevent the foe from accurately targeting the craft as it sweeps across the battlefield.
A vehicle with holo-fields has a 5+ invulnerable save unless it is Immobilised.

Mindshock Pod

The multi-finned pod under the cockpit of a Hemlock Wraithfighter allows the psyker within to project the cold aura of the dead.
Enemy models within 12" of a model equipped with a mindshock pod subtract 2 from their Leadership when taking Morale, Pinning and Fear tests.

Power Field

Power fields reroute a portion of the vehicle’s energy supply to project a glimmering shield of protection around the vehicle.
A model with this upgrade has a 5+ invulnerable save.

Serpent Shield

When the Eldar Wave Serpents advance, they do so behind powerful shields. These can be discharged to unleash a bow wave of raw force that blasts the enemy from their feet.
All penetrating hits inflicted against the front or side armour of a vehicle equipped with a serpent shield are downgraded to glancing hits on a D6 roll of 2+.

Once per game, the serpent shield can be used as a weapon in the controlling player’s Shooting phase, with the profile below. This is treated as a hull-mounted weapon that is pointing forward.

Range S AP Type
24" 6 - Assault 2D6, Ignores Cover, One use only, Strikedown

For the remainder of the battle after the shooting attack has been resolved, all subsequent hits against the vehicle are treated as though the vehicle was not equipped with a serpent shield.

Spirit Stones

Some Eldar vehicles incorporate large spirit stones with a captive animus that can control the vehicle should it be disabled.
A vehicle with this upgrade ignores Crew Shaken results on a roll of 2+ and Crew Stunned results on a roll of 4+. Roll immediately when the result is suffered.

Star Engines

Whilst all Eldar vehicles are swift and agile, those that mount star engines are often able to move faster than the eye can follow. Lesser races can only marvel at the phenomenal speed and manoeuvrability of a craft so equipped.
A non-Walker vehicle with this upgrade can move up to 24" when moving Flat Out. A Walker with this upgrade instead Runs an additional 3" (this will normally be D6+3").

Vectored Engines

Vectored engines allow the pilot of an Eldar vehicle to rapidly alter its facing, placing deadly weapons, or stronger armour, to the fore. Often, this can mean the difference between sustaining critical damage and taking an indirect blow that can soon be shrugged off.
Unless it is Immobilised, a vehicle with this upgrade can pivot to face any direction immediately after resolving its shooting attack (in the Shooting phase).

Lords of War Equipment


Phantom Close Combat Weapon


Range S AP Type
- D 1 Melee

Phantom Cloudburst Missile Launcher


Range S AP Type
48" 7 3 Heavy 4, Interceptor, Skyfire

Phantom D-cannon


Range S AP Type
72" D 2 Primary weapon 1, Apocalyptic Blast

Phantom Missile Launcher


Range S AP Type
48" 8 3 Heavy 4

Phantom Pulsar


Range S AP Type
120" D 1 Primary Weapon 4, Large Blast

Phantom Starcannon


Range S AP Type
48" 6 2 Heavy 4

Revenant Missile Launcher


Range S AP Type
24" 5 3 Heavy 4

Sonic Lance


Range S AP Type
Hellstorm X 2 Primary Weapon 1, Pinning, Soundquake

Soundquake: To fire the sonic lance, place the hellstorm template so that the narrow end is within 18" of the weapon and the large end is no closer to the weapon than the narrow end. Models under the template are wounded on a 3+ regardless of their Toughness. Against vehicles, the sonic lance is Strength 1 and rolls 3D6 for armour penetration.

Eldar Psychic Powers

The incredible discipline of the craftworld Eldar makes them amongst the most formidable psykers in the galaxy. They bring myriad powers to the battlefield, from those that subtly manipulate reality to raw destructive forces.


The Deathly Skein

Warp Сharge: 3
The Deathly Skein is a blessing that targets a single Farseer from this Formation that is within 24". Whilst this power is in effect, all friendly models that target an enemy unit that is within 12" of this Farseer re-roll failed To Hit and To Wound rolls.

Runes of Battle

Note that to represent the Eldar’s prodigious psychic abilities, an Eldar Psyker that generates a power from the Runes of Battle will have access to not one but two separate abilities. When using one of these psychic powers, choose which ability the Psyker is attempting to use before making the psychic test.

Conceal/Reveal

(Primaris Power)
The Warlock seizes command of the darkness around him, concealing his squad from the enemy’s gaze or revealing those enemies who skulk in the shadows.
Warp Сharge: 1
Conceal is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker has the Shrouded special rule.

Reveal is a malediction that targets a single enemy unit within 18". Whilst the power is in effect, all models in the target unit lose the Stealth and Shrouded special rules.
1

Destructor/Renewer

Caging a portion of his psychic might, the Warlock sends waves of energy forth to destroy his enemies in a burst of azure flame – or, if the need arises, heal the wounds of his allies.
Warp Сharge: 1
Destructor is a witchfire power with the following profile:

Range S AP Type
Template 5 4 Assault 1, Soul Blaze

Renewer is a blessing that targets a single friendly unit within 18". One model (of your choice) in the target unit immediately regains a Wound lost earlier in the battle. A slain model cannot be returned to play by this power.
2

Embolden/Horrify

The Warlock calls down the splendour of battle, instilling his allies with valour or sapping courage from his foes.
Warp Сharge: 1
Embolden is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and his unit have the Fearless special rule.

Horrify is a malediction that targets a single enemy unit within 18". Whilst the power is in effect, all models in the target unit suffer a -3 penalty to their Leadership.
3

Enhance/Drain

Calling upon Khaine’s immortal favour, the Warlock grants battle-skill to his allies, or strips it from his foes.
Warp Сharge: 1
Enhance is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and his unit receive a +1 bonus to their Weapon Skill and Initiative.

Drain is a malediction that targets a single enemy unit within 18". Whilst the power is in effect, all models in the target unit suffer a -1 penalty to their Weapon Skill and Initiative.
4

Protect/Jinx

Chained by runes of power, fate itself is bound to the Warlock’s will.
Warp Сharge: 1
Protect is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and his unit receive a +1 bonus to their Armour Save (to a maximum of 2+).

Jinx is a malediction that targets a single enemy unit within 18". Whilst the power is in effect, all models in the target unit suffer a -1 penalty to their Armour Save (a model with a 6+ armour save would therefore have no Armour Save).
5

Quicken/Restrain

The Warlock twists time itself to his bidding, his outline blurring as he and his fellows move like phantoms across the field. Those cursed by his temporal manipulations find themselves moving as if through deep water.
Warp Сharge: 1
Quicken is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and his unit Run an additional 3" (this will normally be D6+3").

Restrain is a malediction that targets a single enemy unit within 18". Whilst the power is in effect, models in the target unit cannot Run.
6

Empower/Enervate

The Warlock causes his comrades to strike at their full potential, imbuing them with the might of the Eldar heroes whilst diminishing the powers of his foes.
Warp Сharge: 1
Empower is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and his unit receive a +1 bonus to their Strength.

Enervate is a malediction that targets a single enemy unit within 18". Whilst the power is in effect, all models in the target unit suffer a -1 penalty to their Strength.

Runes of Fate


Guide

(Primaris Power)
The Farseer twists the strands of destiny to his will, picking out targets from amidst the swirling chaos of battle and guiding the shots of his allies into the enemy’s ranks where they might do the most harm.
Warp Сharge: 1
Guide is a blessing that targets a single friendly unit within 24". Whilst the power is in effect, the target unit can re-roll all failed To Hit rolls when shooting.
1

Executioner

The Farseer summons an astral doppelganger and unleashes it upon the foe. This vengeful apparition carves a path through the enemy’s ranks, each kill spurring it on as it rips apart flesh in a blaze of psychic energy.
Warp Сharge: 1
Executioner is a focussed witchfire power with a range of 24". The target suffers 3 hits, resolved at the Psyker’s Strength with the Fleshbane special rule and AP`-`. If the target is removed from play as a result, another model in the same unit suffers 2 hits as described above. If the second target is slain, a third and final model in the same unit suffers 1 hit as described above.

If the Psyker chose the first target model, he can choose the second and third target models. If the first target model was chosen randomly, then the second and third target models must also be chosen randomly. If at any point a target survives, or there are no models left in the target’s unit, the power’s effects end.
2

Doom

With a simple manipulation of that which is to come, the Farseer grants a darkened fate to a chosen foe. While this shadow rests upon the enemy’s soul, death seeks them out above all others, each blow or shot that comes their way rendered inescapably lethal.
Warp Сharge: 2
Doom is a malediction that targets a single enemy unit within 24". If the target is a nonvehicle unit, all failed To Wound rolls made against the target can be re-rolled whilst this power is in effect. If the target is a vehicle, all failed Armour Penetration rolls made against it can be re-rolled whilst this power is in effect.
3

Will of Asuryan

Sensing an approaching crux of destiny, the Farseer summons the certainty and confidence of ancient days, steeling his own mind against the horror of death even as he brings this fate to his foes. Doubt and fear are washed away from the psyker’s mind, those nearby gaining grim resolve from his aura of indomitability. Even psychic powers find little purchase upon their minds.
Warp Сharge: 2
Will of Asuryan is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and all friendly units within 12" of the Psyker have the Fearless and Adamantium Will special rules.
4

Fortune

The Farseer scries possible futures to foresee imminent danger, then aids his allies in avoiding it. The terrors of the Warp recoil from the psyker’s mind, while shots pass through thin air where Eldar warriors stood but a moment before.
Warp Сharge: 2
Fortune is a blessing that targets a single friendly unit within 24". Whilst the power is in effect, the target can re-roll all failed saving throws and Deny the Witch rolls.
5

Mind War

The Farseer reaches out to attack the mind of an enemy in a desperate mental duel. Foes find their thoughts invaded by the crushing presence of the Farseer, his ancient and inscrutable will extinguishing their personality with horrific ease, triggering a cascade of psychosomatic trauma.
Warp Сharge: 2
Mind War is a focussed witchfire power with a range of 24". Both the Psyker and the target model roll a D6 and add their respective Leadership values. If the scores are drawn, the target model suffers a -1 penalty to its Weapon Skill and Ballistic Skill until the end of the following turn. If the Psyker’s score is higher, the target also suffers a number of Wounds equal to the difference between the two scores. No armour or cover saves are allowed against Wounds caused by Mind War.
6

Eldritch Storm

The Farseer summons a swirling corona of energy that assails the foe with bolts of lightning and psychic shock waves. Entire platoons are devastated beneath the onslaught of the roiling tempest as the Farseer channels more and more power into his storm of destruction.
Warp Сharge: 3-4
Each time this psychic power is used, choose whether it will have a Warp Charge cost of 3 or 4. This choice must be made before the Psychic test is taken. Eldritch Storm is a witchfire power with the following profiles; it uses the first if it is manifested at Warp Charge 3, and the second if it is manifested at Warp Charge 4.

Range S AP Type
Warp Charge 3 24" 3 3 Assault 1, Fleshbane, Haywire, Large Blast, Pinning
Warp Charge 4 24" 3 3 Assault 1, Apocalyptic Blast, Fleshbane, Haywire, Pinning