ELDAR. BATTLE FOCUS If using the Battle Focus special rule, the model runs the usual d6 instead of the automatic 6 normally used in Kill Team.

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ELDAR CODEX: ELDAR This Team List uses the special rules and wargear lists found in Codex: Eldar Craftworlds. If a rule differs from the Codex, it will be clearly stated. BATTLE FOCUS If using the Battle Focus special rule, the model runs the usual d6 instead of the automatic 6 normally used in Kill Team. INTERCEPT At the end of the Movement phase, a model with this special rule can make one Attack against an enemy Jump-type model that it moved over that turn. The attack hits on a roll of 4+ and is resolved at Strength 4 AP4 with the Haywire special rule. In addition, a model with this special rule may Deep Strike as normal (see Built Up Area). HERALDS OF VICTORY In a team lead by a model with this special rule, allied models armed with Swooping Hawk Wings do not scatter when arriving by Deep Strike. IRON RESOLVE The model with this special rule, and all friendly Warp Spiders, automatically pass Pinning, Fear, Regroup and Morale checks. WARP JUMP GENERATORS When making a Warp Jump using a Warp Jump Generator, a model is only removed if a double 1 is rolled, rather than any double. MODEL AVAILABILITY You must adhere to the following model requirements when building your team: 1 Team Leader model 1-25 Core models 0-5 Special models WARLOCK Warlock 4 4 3 3 2 5 1 8 - Infantry (Character) Death Speaker (upgrade) 4 4 3 3 2 5 1 9 - Infantry (Character) 35 Points Rune armour Witchblade Psyker (Mastery Level 1) PSYKER: Before the battle the Warlock may choose a single Psychic Power from the Runes of Battle psychic discipline found in Codex: Eldar Craftworlds excluding Protect/Jinx. May replace witchblade with a singing spear for 5 pts. May take an Eldar Jetbike for 15 pts. Leader and Warlock items. DEATH SPEAKER UPGRADE: May upgrade to a Death Speaker for 10 pts and gain the Spirit Mark special rule and +1 Leadership (included above). In a team lead by a Death Speaker, Wrathblades may be taken as Core. 1

DIRE AVENGER EXARCH Dire Avenger Exarch 5 5 3 3 3 6 2 9 4+ Infantry (Character) 23 Points Avenger shuriken catapult Battle Fortune Defence Tactics May replace Avenger shuriken catapult with: - Twin-linked avenger shuriken catapult 5 pts - Power weapon and shuriken pistol 15 pts - Diresword and shuriken pistol 20 pts - Power weapon and shimmershield 20 pts HOWLING BANSHEE EXARCH Howling Banshee Exarch 5 5 3 3 3 6 2 9 4+ Infantry (Character) 23 Points Power sword Banshee mask Acrobatic War Shout Exarch: In a team led by a Howling Banshee Exarch, Howling Banshees may be taken as Core. May replace power sword with: - Triskele 5 pts - Executioner 10 pts May replace both weapons with two mirrorswords for 10 pts. STRIKING SCORPION EXARCH Striking Scorpion Exarch 5 5 3 3 2 6 2 9 3+ Infantry (Character) 27 Points Scorpion chainsword Mandiblasters Plasma Grenade Infiltrate Move Through Cover Stealth Shadowstrike Stalker Exarch: In a team led by a Striking Scorpion Exarch, Striking Scorpions may be taken as Core. May replace shuriken pistol with a scorpion s claw for 30 pts. May replace scorpion chainsword with biting blade for 5 pts. May replace both weapons with two chainsabres for 10 pts. 2

FIRE DRAGON EXARCH Fire Dragon Exarch 5 5 3 3 3 6 2 9 3+ Infantry (Character) 32 Points Fusion gun Melta bomb Assured Destruction Crack Shot May replace fusion gun with: - Dragon s breath flamer free - Firepike 15 pts May take up to two of the following: Exarch: In a team led by a Fire Dragon Exarch, Fire Dragons may be taken as Core. SWOOPING HAWK EXARCH 26 Points Swooping Hawk Exarch 5 5 3 3 3 6 2 9 4+ Jump Infantry (Character) Lasblaster Swooping Hawk wings Haywire grenade Skyburst Grenade Herald of Victory Intercept Exarch: In a team led by a Swooping Hawk Exarch, Swooping Hawks may be taken as Core. May replace lasblaster with: - Hawk s talon 10 pts - Sunrifle 15 pts May take a power weapon for 10 pts. WARP SPIDER EXARCH 29 Points Warp Spider Exarch 5 5 3 3 2 6 2 9 3+ Jet Pack Infantry (Character) Death spinner Warp jump generator Hit & Run Flickerjump Iron Resolve May replace death spinner with: - Twin-linked death spinner 5 pts - Spinneret rifle 15 pts May take a pair of powerblades for 20 pts. Exarch: In a team led by a Warp Spider Exarch, Warp Spider may be taken as Core. 3

SHINING SPEAR EXARCH Shining Spear Exarch 5 5 3 4 2 6 2 9 3+ Eldar Jetbike (Character) 35 Points Laser lance Eldar jetbike Outflank Skilled Rider Aerobatic Grace Expert Hunter Exarch: In a team led by a Shining Spear Exarch, Shining Spears may be taken as Core. May replace laser lance with: - Power weapon free - Star lance 10 pts DARK REAPER EXARCH Dark Reaper Exarch 5 5 3 3 2 6 2 9 3+ Infantry (Character) 40 Points Reaper launcher with starswarm missiles Reaper rangefinder Slow and Purposeful Inescapable Accuracy Fast Shot If still equipped with a reaper launcher, may take starshot missiles for 8 pts. May replace reaper launcher with: - Shuriken cannon free - Eldar missile launcher 10 pts - Tempest launcher 20 pts DIRE AVENGER Dire Avenger 4 4 3 3 1 5 1 9 4+ Infantry 13 Points Avenger shuriken catapult Defence Tactics 4

GUARDIAN Guardian 4 4 3 3 1 5 1 8 5+ Infantry Heavy Weapon Platform (option) - - - 5 1 - - - 3+ Infantry 9 Points Mesh armour Shuriken catapult Heavy Weapons Platform: Ignore the rules in the Codex, use the following: A Heavy Weapons Platform uses the same rules as Gun Emplacements, but only provides a 5+ cover save and may only be fired by a friendly Guardian. If there is a friendly Guardian within 2 at the start of the phase, the model also follows the movement rules for Infantry during that phase (can move, charge, embark, etc.). A Heavy Weapons Platform has the profile above rather than the one for Gun Emplacements. For every five Guardians you take in your team, you may take one Heavy Weapons Platform* with: - Shuriken cannon 15 pts - Bright lance 20 pts - Scatter laser 15 pts - Starcannon 20 pts - Eldar missile launcher 10 pts STORM GUARDIAN Storm Guardian 4 4 3 3 1 5 1 8 5+ Infantry 9 Points Mesh armour Close Combat Weapon For every five Storm Guardians you take in your team, one may replace both weapons with: - Flamer 5 pts - Fusion gun 10 pts Also, for every five Storm Guardians you take in your team, one may replace its chainsword with a power sword for 15 pts. RANGER Ranger 4 4 3 3 1 5 1 8 5+ Infantry 12 Points Mesh armour Ranger long rifle Infiltrate Move Through Cover Shrouded WINDRIDER GUARDIAN Windrider Guardian 4 4 3 4 1 5 1 8 5+ Eldar Jetbike 17 Points Mesh armour Eldar jetbike For every three Windrider Guardians you take in your team, one may replace its jetbike s twin-linked 5

shuriken catapult with a shuriken cannon or a Scatter Laser for 10 pts. RESTRICTION: You may take a maximum of two Vaul s Wrath Support Weapons in your team. VAUL S WRATH SUPPORT WEAPON Support Weapon - - - 7 2 - - - 3+ Artillery Guardian 4 4 3 3 1 5 1 8 5+ Crew (9 pts to replace) 30 Points Shadow weaver (Support Weapon) Mesh armour, shuriken catapult, plasma grenade (Guardians) Squad (1 Support Weapon and 2 Guardians), Battle Focus, Fleet (Guardians) The Support Weapon may replace its shadow weaver with: - Vibro-cannon free HOWLING BANSHEE Howling Banshee 4 4 3 3 1 5 1 9 4+ Infantry 13 Points Power sword Banshee mask Acrobatic STRIKING SCORPION Striking Scorpion 4 4 3 3 1 5 1 9 3+ Infantry 17 Points Scorpion chainsword Plasma Grenade Mandiblasters Infiltrate Move Through Cover Stealth Shadowstrike FIRE DRAGON Fire Dragon 4 4 3 3 1 5 1 9 3+ Infantry 22 Points Fusion gun Melta bomb Assured Destruction 6

SWOOPING HAWK Swooping Hawk 4 4 3 3 1 5 1 9 4+ Jump Infantry 16 Points Lasblaster Swooping Hawk wings Haywire grenade Skyburst Grenade Intercept WARP SPIDER Warp Spider 4 4 3 3 1 5 1 9 3+ Jet Pack Infantry 19 Points Death spinner Warp jump generator Hit & Run Flickerjump SHINING SPEAR Shining Spear 4 4 3 4 1 5 1 9 3+ Eldar Jetbike 25 Points Laser lance Eldar jetbike Outflank Skilled Rider Aerobatic Grace WAR WALKER RESTRICTION: You may only take a maximum of two War Walkers in your team. 45 Points WS BS S FA SA RA I A HP Unit Type War Walker 4 4 5 10 10 10 5 2 2 Vehicle (Walker, Open Topped) Two shuriken cannons Scout Non-flammable May replace its shuriken cannon with: - Bright lance 5 pts - Scatter laser 5 pts - Starcannon 5 pts - Eldar missile launcher 10 pts May take a Power Field for 15 pts. May take items from the Eldar Vehicle Equipment list. 7

DARK REAPER Dark Reaper 4 4 3 3 1 5 1 9 3+ Infantry 25 Points Reaper launcher with starswarm missiles Reaper rangefinder Slow and Purposeful Inescapable Accuracy May take starshot missiles for 8 pts. WRAITHBLADE Wraithblade 4 4 5 6 1 4 1 10 3+ Infantry 30 Points Two ghostswords Bulky Fearless Rage Non-learning May replace both ghostswords with a ghost axe and forceshield for free. SPIRIT STONES OF WINDFALL (Warlock Only) 15 pts The Spirit Stones of Windfall imbue the Warlocks weapon with energy, cutting through armour as well as flesh. This strength of this energy is unpredictable however. At the start of ever Assault phase the Warlock is engaged in combat roll a D6. The number you rolled is the AP value of the Warlock s weapon for that phase. RUNES OF WITNESSING (Warlock Only) 15 pts Rule Amendment: One use only. If the Warlock fails a Psychic test, he can use these runes to re-roll the test. RUNES OF WARDING (Warlock Only) 10 pts 8

Rule Amendment: One use only. Immediately before the Warlock makes a Deny the Witch roll, he can choose to use these runes to grant himself (or those he is making a roll for) an additional +2 modifier to the dice roll. SPIRIT STONES OF DAMPENING (Warlock Only) 10 pts These spirit stones create a bubble of psychic protection around the Warlock. This counts as a Psychic Hood (see the Warhammer 40,000 rulebook). SPIRIT STONES OF THE WARP (Warlock Only) 10 pts Instead of moving in the Movement phase, a Warlock may teleport through the Warp. Roll 2d6, the model may then move up to this amount in any direction, ignoring all terrain and models. If the Warlock does this it cannot assault this turn. FORCE BUCKLER (Exarch Only) 15 pts A Force Buckler is an arm mounted energy shield generator that confers a 5+ invulnerable save. ARMOUR OF VAUL (Exarch Only) 15 pts Confers the Exarch a 3+ armour save that may be rerolled. May not be taken with the Armour of Eldanesh or Armour of Isha. ARMOUR OF ISHA (Exarch Only) 10 pts It is said this set of armour is imbued with the tears of Isha. The Exarch gains the Feel No Pain special rule. May not be taken with the Armour of Eldanesh or Vaul. ARMOUR OF ELDANESH (Exarch Only) 5 pts The Exarch gains the Preferred Enemy special rule. May not be taken with the Armour of Vaul or Isha. RUNES OF DISTRACTION 10 pts The model gains the Hit & Run special rule. RUNES OF WAR (Leader Only) 10 pts The Runes of War amplifies the model s ability to rally his allies for war. All friendly Eldar models within 6 of the model may re-roll Morale checks. RUNES OF WRATH (Leader Only) 10 pts The Runes of Wrath imbues its wielder with an uncontrollable hatred towards its enemy. The model gains the Hatred special rule. RUNES OF DECEPTION 10 pts One use only. The model may activate its Runes of Deception in the Shooting phase instead of making a shooting attack. Choose a single point on the table within 6 of the model. All models (friend or foe) within 3 of that point gain the Shrouded special rule until the start of their next turn. RUNES OF SIGHT 10 pts The model gains the Night Vision special rule. Also, hidden enemy models within 24 of a model with the Runes of Sight are automatically revealed. RUNES OF SIGHT 10 pts The model gains the Night Vision special rule. Also, hidden enemy models within 24 of a model with the Runes of Sight are automatically revealed. RUNES OF VIGOUR 5 pts The Rune of Vigour imbues its owner with an unnatural fortitude. The model is immune to the negative effects of the Blind, Concussive, and Strikedown special rules. RUNES OF THE SPIDER 5 pts The model leaps great distances and climbs walls with supernatural agility. The model may re-roll all Initiative tests it is required to take when climbing or jumping. RUNES OF ACCURACY 5 pts If a model with the Runes of Accuracy has not moved in the previous Movement phase it may re-roll To Hit rolls of 1 when shooting. MELTA BOMB 5 pts See the Warhammer 40,000 rulebook. PLASMA GRENADE 2 pts See the Warhammer 40,000 rulebook. SKYBURST GRENADE 2 pts Only models with the Intercept special rule may take a Skyburst Grenade: Skyburst Grenade Range S AP Type 24 4 4 Assault 1, Blast, One Shot, Ignores Cover 9