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(WH40K 7

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Edition

ref: Eldar Codex 2013; Dark Eldar Codex 2014; IA11; IAAp2013; IAAe, IYSUPP Rev.

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HARLEQUINS
Harlequin Special Rules

Acrobatic: Units entirely composed of models with this special rule Run an additional 3.

Battle Celerity: Units entirely composed of models with this special rule can Charge normally
after Running.

If a Harlequin army Primary Detachment has a Great Harlequin he must be the Warlord.

Battle Masques: If the army includes a Great Harlequin one Masque may be chosen to use
instead of a Warlord Trait. Only one Masque may be used per battle, chosen from the Masques
known by the Great Harlequin used. Masques are only in effect as long as the Great Harlequin
is alive.

Cegorachs Veil: If the Harlequin army has 4 or more Shadowseers on the table, any Veil of
Tears Psychic test is successful on a 3+ instead of 4+. If a Master Shadowseer is on the table,
any Veil of Tears Psychic test is automatically successful without rolling and removes one
Warp Charge die from the pool. This is done before any other Powers are attempted.

Dance of Death: grants Furious Charge & Hit and Run

Dispersed Formations: Harlequin armies use 4 coherency instead of 2. This applies to


Independent Characters joining a unit as well.

Masters of the Webway: If the Great Harlequin has a webway portal he can select three
Harlequin units with Surprise Assault and their transport, in Reserve to Webway Deep Strike
(as if they have a webway portal).

Surprise Assault: Units entirely composed of models with this special rule can perform a
Disordered Charge when arriving from a Webway portal even though they entered from
reserve.

Harlequins can only take an FOC Fortification if they have taken Allies.

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Warlord Traits
1. Focused Assault: (BRB) Your Warlord, and all Harlequin units within 12, add 1 to the result
when rolling the charge distance.
2. Iron Resolve: (SM) When determining Assault results add one to your total if the Warlord is
Locked in Combat.
3. Fates Messenger: (E) The Warlord re-rolls all saving throw results of 1.
4. Master of the Vanguard: (BRB)Your Warlord, and all Harlequin units within 12, roll an extra
dice when they Run, using the highest.
5. Ambush of Blades: (E) One use Only; Declare your Warlord is using this ability at the start of
one of your Shooting or Assault phases. For the duration of the phase, the Warlord and all
Harlequin units within 12 of him, re-roll 1s when rolling To Wound.
6. Master of Interference: (BRB) One Use Only; Declare your Warlord is using this ability at the
end of one of your turns. Your opponent must randomly select one of his Active Tactical
Objectives and immediately discard it. (If Mimes are included in the Army you must take
the following trait instead) Mime Disruption: Whilst your Warlord is alive, your opponent has
a -1 modifier to Reserves rolls.

Harlequin Wargear
Note 1: All effects of multiple Masks combine into one mask.
Note 2: You may only use the special rules for the one weapon being used to actually hit.
Note 3: Gunslinger: (BRB) All models with two pistols can fire both in shooting phase.
Cegorachs Favor: (Independent Characters only) Once per game any roll of a single D6 may be rerolled.
Cegorachs Sting: Rng: 12 S: 4 AP: 2 Pistol, Poison (2+), Master-Crafted.
D-Cannon: (E) Rng: 24 S: 10 AP: 2 Hvy 1, Blast, Barrage, Distort, Pinning
Distort: On a Wound roll of 6, automatically wounds regardless of Toughness and inflicts Instant
Death regardless of Toughness. Vehicle Armor Pen of 6 are automatically a penetrating hit.
D-Scythe: (E) Rng: Template S: 4 AP: 2 Assault 1, Distort
Domino-Field (D-Field): 4+ Invulnerable save. Prevents Precision Strikes/Shots.
Eldar Jetbike: (BRB, E) (Great Harlequin and Master Shadowseer only) Can move 2D6 in the assault
phase. Hammer of Wrath, Jink, and Relentless. Turbo Boost 36.
Flickerfield: (DE) 5+ Invulnerable save.
Flip Belt: (E) Not slowed by difficult terrain.
Fusion Pistol: (E) Rng: 6 S: 8 AP: 1 Pistol, Melta

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Hallucinogen Grenades: (E) Count as Assault Grenades for character and entire unit if attached. Note:
Cannot be thrown in shooting phase.
Hand Flamer: (BASM) Rng: Template S: 3 AP: 6 Pistol
Harlequin Shadow Targeter: Grants Interceptor, Nightvision, and +1 to Snap Shot rolls.
Harlequins Kiss: (E) normal CCW, Melee, Rending

Haywire Grenades: (E) Rng: 8 S: 2 AP: - Assault 1, Haywire. May only make one Attack.
1 = no effect, 2-5 = glancing hit, 6 = penetrating hit
Haywire Launcher: (IA11u) Rng: 24 S: 3 AP: 4 Heavy 2, Haywire
Haywire: 1 = no effect, 2-5 = glancing hit, 6 = penetrating hit
Holo-suit: (E) 5+ Invulnerable save
Jesters Mask: Grants Ignores Cover, Interceptor, and Nightvision
Mask of Fear: Opponents locked in combat have -1 Ld, unless immune to Fear.
Neuro-disruptor: Rng: Template S: (8) AP: 1 Pistol; S against targets own Ld or majority not
Toughness.
Vehicle hit has no effect on vehicle itself only crew, 1= no effect, 2-3 = crew shaken, 4-6 = crew
stunned.
Night Shields: (DE) Grants Stealth.
Pack Grenade Launcher: Rng: 12 S and AP: Grenade type Assault 1; Can be fired in addition to
normal shooting. One grenade type must be selected for entire game. Haywire, Krak, Plasma, or
Tanglefoot grenades.
Plasma Grenades: (BRB) Assault Grenades Rng: 8 S: 4 AP: 4 Assault 1, Blast. Negate the effect of
cover in close combat, so that all attacks are in initiative order. 1 A against vehicles, gun
emplacements, and MC.
Plasma Pistol: Rng: 12 S: 7 AP: 2 Pistol; Does not Get Hot, due to Eldar technology.
Phase Field: Phases models out of phase with solid matter allowing them to pass through solid objects
and move unrestricted more quickly. Move up to 6+2D6 in the Movement phase. Can move through
all models and terrain, including Impassable. Cannot end move in or on Impassable terrain or within 1
of an enemy model. Difficult and Dangerous terrain have no effect. Can run phased 3+D6 if not
shooting. Cannot Blitz Attack in the same Turn Phase Field is used.
Power Blades: (E) S: User AP: 3 Melee and confers +1 extra Attack for two CCWs by itself.
Power Weapons:
Power Sword S: User AP: 3 Melee
Power Axe S: +1 AP: 2 Melee, Unwieldy
Power Lance S: +1/User AP: 3/4 (first stat for charge only) Melee

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Prism Blaster: (IA11u) Rng: 18 S: 7 AP: 2 Heavy 2, Lance, Ghostlight


Ghostlight: When one or more Jesters inflicts two or more hits with the Ghostlight special rule
on an enemy unit or vehicle, they may choose to either resolve the hits normally, or to inflict a
single Ghostlight attack in place of all hits with the Ghostlight special rule. When resolving a
Ghostlight attack, each hit that was inflicted on the target unit or vehicle either increase the
attacks Strength by +1 or reduce its AP by -1, to a maximum of Strength 10 and a minimum of
AP 1. (Note: Separate Death Jesters on the battlefield can Ghostlight together on the same
target. Designate one Jester for shot direction.)
Rictus Mask: Any enemy unit within 6 of model and LOS must take a Morale test at the start of their
turn. If failed, the unit may do nothing that turn. If a unit is in combat or immune to Morale tests then
they are unaffected.
Riveblades: S: User AP: Ignores Armor Saves, Melee, Rending, Shred, Specialist Weapon. A wound
roll of 6 in addition to Rending, if unsaved, causes two wounds instead of one. Target can FNP each
wound received.
Shadow Field: (DE) (Independent Characters Only) 2+ Invulnerable save, a fail destroys field at the
end of the phase.
Shrieker Cannon: Rng: 24 S: 6 AP: 5 Assault 3, Bladestorm, Pinning
Staff of The Laughing God: (Illantith only) S: User AP: 3, Melee, Armourbane, Fleshbane, Soul
Blaze, Warp Circuit; Warp Circuit: Staff may store one Warp Charge for later use with a successful
Psychic test using only the one intended Warp Charge die. Failure expends the Warp Charge.
Storm Glove: S: x2 AP: 2 Melee
Spinneret Rifle: (E) Rng: 18 S: 6 AP: 1 Rapid Fire, Monofilament, Pinning
Sunrifle: (E) Rng: 24 S: 3 AP: 3 Assault 3, Blind, Pinning
Tanglefoot Grenades: Defensive grenades. Rng: 8 S: 1 AP: - Assault 1, Blast, Entangle. (No effect
when charged if already engaged or Gone to Ground.) Entangle: When thrown Blast Marker remains
in play and counts as Difficult Terrain for the purposes of moving only. No effect on charges or Nonwalker vehicles.
Tempest Launcher: (E) Rng: 36 S: 4 AP: 3 Heavy 2, Barrage, Blast, Pinning
Venom Blade: (DE) CCW, Melee, Poison (2+)
Void Sabre: (IA11) CCW adding +1S, Melee, Rending
Webway portal: (DE) If a model with a webway portal is in Reserves or Ongoing Reserves, then the
model and any unit it has joined or is embarked upon has the Deep Strike special rule. This model, and
his unit, will not scatter if arriving from Deep Strike Reserve.
Witch staff: (Shadowseers only) S: User AP: -, Melee, Armourbane, Fleshbane, Soul Blaze

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Harlequin Armory
Harlequin characters may pick up to two single-handed weapons from the list below replacing one of
their existing weapons and may additionally pick a second pistol as well. You may not take duplicate
items of wargear for the same model other than a Shuriken pistol.
Single Handed Weapons
Weapon
Fusion pistol
Harlequins Kiss
Neuro-disruptor
Plasma Pistol
Power weapon
Riveblades
Shuriken Pistol
Storm Glove
Venom Blade
Void Sabre

Points
15
5
20
15
15
35
5
20
5
15

Wargear
Wargear
Bio-explosive Ammo
Cegorachs Favor (IC Only)
Domino-field
Haywire grenades
Phase field
Plasma grenades
Power blades
Rictus mask
Shadow Field
Tanglefoot grenades

Points
5
10
25
5
20
2
15
25
30
10

Gifts of Cegorach
Only one of each of the following may be taken per Army.
Gifts
Points
Dread Mask
35
Mask of Cegorachs Shadow
50
The Tricksters Touch
35
Shard of Anaris
40
Ward of the Black Library
30
Dread Mask: Causes Fear. Any unit losing assault against a Harlequin with a Dread mask must take
their Morale check on 1D6 more than normal. Opponents locked in combat gain no benefit from
Fearless or And They Shall Know No Fear.
Mask of Cegorachs Shadow: The bearer gains Shrouded and Stealth special rules. In addition the
bearer can re-roll failed cover saves.
The Tricksters Touch: S: x2 AP: 2 Melee, Master-crafted, Spiritstealer, Strikedown
Spiritstealer: Add 1 to the Touchs Strength for each unsaved Wound it caused earlier in the
game. The Strength cannot exceed 10. (Replaces one weapon)
Shard of Anaris: S: +2 AP: - Melee, Rending, Vauls Work
Vauls 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. (Replaces one weapon)
Ward of the Black Library: (Psyker only) One Use Only, any Psychic power successfully cast on the
board can be Nullified on a 4+ or a 2+ if it is a Chaos, Daemon, or Daemonology Malefic power.

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HQ
Lycinthor the Great Harlequin
Points WS BS S
T
Lycinthor
235
8
7
4
4
Composition: Unique (Counts as the one Great Harlequin)

W
3

I
8

A
4

Ld
10

Sv
4+Inv

Unit Type: Infantry (ch) or Bike (Eldar Jetbike) (ch) (if mounted on one)
Wargear:
Mask of Fear
Shuriken pistol
Tanglefoot grenades
Domino-field
Bio-explosive ammo
Haywire grenades
Flip belt
Riveblades
Webway portal
Fusion pistol
Plasma grenades
Domination Mask: Grants Fear, Stubborn, and functions as a Rictus Mask but with 12 range.
Special Rules:
Independent character
Masters of the Webway
Battle Celerity
Move thru Cover
Dance of Death
Skilled Rider
Disarming Strike (E)
Surprise Assault
Fleet
Ancient Strategist: Lycinthor Seizes the Initiative on a 5+ or a 4+ if Mime Reconnaissance is in
effect. Lycinthor adds 2 to the roll for Mime Reconnaissance. Also Lycinthor generates one
additional Tactical Objective on his first turn.
Mime Reconnaissance: If Mimes are included in the army, the Great Harlequin rolls a D3 after
both sides deployment. The result is the number of Reserve rolls he can re-roll or force his
opponent to re-roll in any combination.
Options:
May take:
o Jetbike

+20pts

Battle Masques:
Masque of Retribution: grants entire army Counter-Attack.
Masque of the Red Death: Once per Game; Great Harlequin and Harlequin infantry units
within 12 have Rampage.
Masque of the Laughing God: Great Harlequin and Harlequin units within 24 have Preferred
Enemy (All Chaos and Daemons) and do not suffer the penalties from Disordered Charge.
Masque of the Tricksters Haste: Great Harlequin and Harlequin infantry units within 24 have
Acrobatic.
Masque of Cegorachs March: Harlequin infantry units arriving from Reserve (Including Deep
Strike) can perform a Disordered charge on the Turn they arrive. (Note: Furious Charge
cannot be used.)
NOTE: If Lycinthor takes a Jetbike, Harlequin Jetbike units of 5+ models count as Troops.

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Great Harlequin
Composition: 1 Great Harlequin

0-1 Great Harlequin


Points WS BS S
80
7
6
3

T
3

W
3

I
8

A
4

Ld
10

-)

Sv
5+Inv

Unit Type: Infantry (ch) or Bike (Eldar Jetbike) (ch) (if mounted on one)
Wargear:
Mask of Fear
Holo-suit
Special Rules:
Independent
character
Battle Celerity
Dance of Death

Flip belt
Shuriken pistol

CCW
Plasma grenades

Fleet
Masters of the
Webway
Mime
Reconnaissance

Move thru Cover


Skilled Rider
Surprise Assault

Options:
May take any equipment from the Harlequin armory.
May take any items from Cegorachs Gifts list.
May take one:
o Eldar Jetbike
+20pts
o Venom Chariot
(below)
May take:
o Webway portal
+30pts
Battle Masques:
Masque of Retribution: grants entire army Counter-Attack.
May choose additional Battle Masques for the following points.
+10pts Masque of the Red Death: Once per Game; Great Harlequin and Harlequin infantry
units within 12 have Rampage.
+5pts Masque of the Laughing God: Great Harlequin and Harlequin units within 24 have
Preferred Enemy (All Chaos and Daemons)and do not suffer the penalties from Disordered
Charge.
+10pts Masque of The Tricksters Haste: Great Harlequin and Harlequin infantry units within
24 have Acrobatic.
+5pts Masque of Cegorachs March: Harlequin infantry units arriving from Reserve (Including
Deep Strike) can perform a Disordered charge on the Turn they arrive. (Note: Furious Charge
cannot be used.)
NOTE: If the Great Harlequin takes a Jetbike, Harlequin Jetbike units of 5+ models count as Troops.
Harlequin Venom Chariot
Points
Front
Side
Harlequin Venom Chariot
55
11
11
Composition: 1 Harlequin Venom Chariot

Rear
10

HP
3

BS
4

Save
5+ Inv

Type: Vehicle (Fast, Skimmer, Open-topped, Chariot)


Wargear:
Twin-linked Shuriken catapults
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Vectored engines (E)

Transport: One Great Harlequin only


Special Rules:
Deep Strike
Sweep Attack
Jink
Agile: (IAAe) grants a +1 for Jink cover saves.
Acrobatic Dismount: Harlequins with a Flip belt can Disembark if moved up to 12. Over 6
requires a Dangerous Terrain test. If a Venom Chariot is wrecked or explodes the Great
Harlequin can dismount more safely with a successful Initiative test. If successful the Great
Harlequin is not pinned and only wounded on a 6. If he fails he suffers wounds as normal and
tests for pinning as normal.
Options:
May exchange the Shuriken catapults for:
o Fusion gun
+10pts
May be upgraded with:
o Crystal Targeting Matrix (E)
+25pts
o Ghostwalk Matrix (E) +10pts

Illantith
Composition: Unique

Master Shadowseer Illantith


Points WS BS S
T
220
7
7
3
4

o Shrieker cannon

+10pts

o Spirit Stones (E)


o Star engines (E)

+10pts
+15pts

W
3

I
8

A
3

Ld
10

Sv
4+Inv

Unit Type: Infantry (ch)


Wargear:
Mask of Fear
Domino-field
Flip belt
Plasma Pistol
Shuriken pistol

Bio-explosive ammo
Tanglefoot grenades
Staff of The
Hallucinogen
Laughing God
grenades
Power Blades
Haywire grenades
Cegorachs Favor
Plasma grenades
Bane Mask: Grants Adamantium Will, Fear, and works as a Ghosthelm.
Runes of the Laughing God: One use only; Expending double the harnessed Warp Charges
needed, doubles the range of Psychic powers that have a range.
Runes of Warding: (E) One use only; Immediately before the Shadowseers unit makes a Deny
the Witch roll, he can choose to use these runes to grant this unit an additional +2 modifier to
the dice rolls.
Runes of Witnessing: (E) One use only; If the Shadowseer fails a Psychic test, he can use the
runes to re-roll the test (potentially negating Perils of the Warp in the process).

Special Rules:
Independent character
Battle Celerity
Cegorachs Veil
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Dance of Death
Fleet
Move thru Cover
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Preferred Enemy (All Chaos, Daemons)


Surprise Assault
Psyker (Mastery Level 4)
Spirit Mark: At any time during your movement phase nominate a single enemy unit within 12
of Illantith, place a counter next it to show it has been spirit-marked. Wraithlords can re-roll To
Hit rolls of 1 against spirit marked units. At the end of your turn remove all spirit-mark
counters from play.

Options:
May take:
o Webway portal

+30pts

Psychic Powers: Require Psychic Test. Shadowseers always have Veil of Tears. May roll for remaining
powers from Runes of Shadow, Telepathy, Divination, and Daemonology Sanctic (as normal).

Veil of Tears: Blessing that affects the Shadowseer and their unit. Whilst the power is in effect,
any enemy unit wishing to target the Shadowseer or their unit must roll 2D6x2. If the
Shadowseer or their unit, is not within this distance in inches, the enemy unit may not fire this
turn. Has no effect while mounted on a Transport.
(Warp Charge 1)

Runes of Shadow
Primaris: Misdirection: Blessing, Whilst the power is in effect, Enemies wishing to charge
Shadowseer and joined unit, must pass a Leadership test on 3D6. Failure results in charging
unit doing nothing that turn. Has no effect while mounted on a Transport.
(Warp Charge 1)
1. Terror Maelstrom: Nova, Rng: 9 S: 8 AP: 2 Assault 1D6, Terrify.
Terrify: Units hit have -1 to their Leadership and treat all enemy units as having Fear until the
start of the Psykers next Psychic phase.
(Warp Charges 3)
2. Doom: Malediction, target a single enemy unit within 24. Re-roll failed Wounds / Armor
Penetration on targeted unit until start of Psykers next Psychic phase.
(Warp Charge 1)
3. Executioner: Focused Witchfire, forms a psychic projection of the Shadowseer within 24.
The target suffers 3 hits, resolved at the Shadowseers 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 Warp Charges harnessed exceeds the cost the Shadowseer picks the target within a unit.
A success still requires the projection to hit the unit as normal. If the Shadowseer chose the first
target model, then he chooses the second and third target models. If the first target was selected
by closest, then the second and third targets must also be closest.
(Warp Charge 1)
4. Fortune: is a Blessing that targets a single friendly unit within 24. Whilst this power is in
effect, the target can re-roll all failed saving throws and Deny the Witch rolls.
(Warp Charges 2)

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5. Iridescence: Blessing, Target any Harlequin unit within 18. Whilst the power is in effect, the
Harlequins Holo-suits and D-fields gain +1 to their Invulnerable saves.
(Warp Charge 1)
6. Laughing Gods Imbuement: Blessing targets Shadowseer. Whilst the power is in effect, the
Shadowseer gains +3 Strength and Toughness and gains the Feel No Pain (4+) special rule.
(Warp Charge 2)

Master Shadowseer
Composition: 1 Master Shadowseer

Master Shadowseer
Points WS BS S
80
6
5
3

T
3

W
2

I
7

A
3

Ld
10

Sv
5+Inv

Unit Type: Infantry (ch) or Bike (Eldar Jetbike) (ch) (if mounted on one)
Wargear:

Mask of Fear
Holo-suit
Flip belt
Shuriken pistol

Witch staff
Plasma grenades
Hallucinogen grenades

Options:
May take any equipment from the Harlequin armory.
May take any items from Cegorachs Gifts list.
May take one:
o Eldar Jetbike
+20pts
o Webway portal
+30pts
May take:
o +20pts Gemini Mask: Grants Fear. Grants Mastery level 3. Works as a Ghosthelm.
o +10pts Runes of the Laughing God: One use only; Expending double the harnessed
Warp Charges needed, doubles the range of Psychic powers that have a range.
o +10pts Runes of Warding: (E) One use only; Immediately before the Shadowseers unit
makes a Deny the Witch roll, he can choose to use these runes to grant this unit an
additional +2 modifier to the dice rolls.
o +15pts Runes of Witnessing: (E) One use only; If the Shadowseer fails a Psychic test,
he can use the runes to re-roll the test (potentially negating Perils of the Warp in the
process).
Special Rules:
Independent character
Battle Celerity
Cegorachs Veil
Dance of Death
Fleet

Move thru Cover


Psyker (Mastery Level 2)
Skilled Rider
Surprise Assault

Psychic Powers: Require Psychic Test. Shadowseers always have Veil of Tears. May roll for
remaining powers from Runes of Shadow, Telepathy, Divination, and Daemonology Sanctic
(as normal).

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Elites
Cuidon the Invisible Death
Points WS BS
S
T
Cuidon
300
9
8
4
4
Composition: Unique (Counts as the one Solitaire)

W
4

I
10

A
5

Ld
-

Sv
3+Inv

Unit Type: Infantry


Wargear:
Mask of Fear
Cegorachs Favor
Phase Field
Domino-field

Flip belt
Plasma grenades
Fusion pistol
Tanglefoot grenades
Neuro-disruptor
Haywire grenades
Master-Crafted
Riveblades
Shadow Mask: Grants Fear. Makes Cuidon appear to be only an apparition from a distance
causing the enemy to misjudge his position. Permanent Veil of Tears (No psychic test required).
Also grants a +1to Deny the Witch (Does not apply to Spiritless).
Webway Shard Talisman: Acts as a personal Webway portal with a +1 to his reserve roll.

Special Rules:
Eternal Warrior
Move thru Cover
(May not join a unit)
Battle Celerity
Fleet
Precision Shot/Strike
Adamantium Will
Infiltrate
Scout
Dance of Death
Monster Hunter
Surprise Assault
Tricksters Ruse: One use only; The first time Cuidon is removed as a casualty, place a counter
to mark the spot where he Died. Roll a D6 at the start of each of your subsequent turns. If the
result is 4+, place him within 1 of the counter with D3 wounds restored. If he would be placed
within 1 of another model, move him by the minimum possible distance so that he is not
within 1. Cuidon can act normally in the turn he Resurrects. Cuidon is not considered to
have been killed for the purpose of the mission objective First Blood or for the purposes of
earning victory points in missions which award them for completely destroying enemy units
until he is removed as a casualty a second time or the game ends before he returns.
Martial Agility: Cuidons agility and martial skill combined with a Domino-field grants a
3+Invulnerable save. Cuidons Precision Shots/Strikes occur on a 5+. Strikes occur on 4+ if he
did not Blitz Attack.
Directed Assault: Cuidons celerity and martial skill allow him to charge to any model within
charge range ignoring the shortest route for the best position. Also when Cuidon Infiltrates,
uses Scout, or arrives from Reserves he can sacrifice his shooting phase to charge in the
Assault phase but cannot use Fleet or Blitz Attack on that charge.
Spiritless: Does not have to take Leadership tests of any kind. Any attacks based on Ld
have no effect and automatically fail. Must Deny the Witch against friendly powers targeting
him with 1D6 per Warp Charge harnessed to cast (Dice used not from Psychic pool).
Blitz Attack: Can assault up to 3D6. Cannot use a Phase field and Blitz in same Turn. Instead
of normal +1 A for charging, gains +1 A for each inch of unused charge up to a max of +6 A
for charging.

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Solitaire
Composition: 1 Solitaire

ref: Eldar Codex 2013; Dark Eldar Codex 2014; IA11; IAAp2013; IAAe, IYSUPP Rev.

0-1 Solitaire
Points WS BS
125
8
7

S
4

T
4

W
3

I
8

A
4

Ld
-

-)

Sv
5+Inv

Unit Type: Infantry


Wargear:
Mask of Fear
Holo-suit

Flip belt
Shuriken pistol

CCW
Plasma grenades

Special Rules:
Dance of Death
Move thru Cover
(May not join a unit)
Acute Senses
Fleet
Precision Shot/Strike
Adamantium Will
Infiltrate
Surprise Assault
Battle Celerity
It Will Not Die
Spiritless: Does not have to take Leadership tests of any kind. Any attacks based on Ld
have no effect and automatically fail. Must Deny the Witch against friendly powers targeting
him with 1D6 per Warp Charge harnessed to cast (Dice used not from Psychic pool).
Blitz Attack: Can assault up to 3D6. Cannot use a Phase field and Blitz in same Turn. Instead
of normal +1 A for charging, gains +1 A for each inch of unused charge up to a max of +6 A
for charging.
Options:
May take any equipment from the Harlequin armory.
May take any items from Cegorachs Gifts list.
May take:
o Webway portal
+30pts

Veteran Death Jesters


Points WS BS S
Veteran Death Jester
25
5
5
3
Composition: May include 1-3 for each Elites choice.

T
3

W
1

I
6

A
2

Ld
9

Sv
5+ Inv

Unit Type: Infantry (ch)


Wargear:
Mask of Fear
Holo-suit
Flip belt

Shrieker cannon
Power Blades

Special Rules:
Independent Character (Must be deployed at the same time but may be deployed separately on
the battlefield.)
Dance of Death
Split Fire (only applies to Jester)
Fast Shot (E)
Stealth
Fleet
Surprise Assault
Relentless

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Options:
May be given additional wargear (Not weapons) from the Harlequin armory.
May exchange their Shrieker cannon for one of the following:
o Brightlance
+10pts
o Haywire Launcher
o Dragons Breath Flamer free
o Prism Blaster
o Eldar Missile Launcher+10pts
o Spinneret Rifle
Flakk Missiles +10pts
o Sunrifle
o Firepike
+10pts
o Tempest Launcher
May take:
o Jesters Mask
+15pts

-)

+10pts
+20pts
+10pts
+10pts
+15pts

For +65pts one Death Jester can be upgraded to Ankido with the following profile and additional rules.
Ankido the Last Laugh
Points WS BS S
T W
I
A Ld
Sv
Ankido (ch)
+65
5
6
3
3
2
6
2 10 2+I/5+I
Additional Wargear and Special Rules:
Jesters Mask
Shadow Field
Marksmans Eye (E)
Tank Hunter
Death Shot: When killed, Ankido fires 1 last shot at the unit that killed him or the closest
enemy unit if the one that killed him is not available.

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Troupes

Mime
Mimic (ch)
Composition: 4-10 Mimes.

0-1 Mime Troupe


Points WS BS S
20
5
4
3
+35
5
4
3

T
3
3

W
1
1

I
6
6

A
2
3

Ld
9
10

Sv
5+Inv
5+Inv

Unit Type: Infantry


Wargear:
Mask of Fear
Holo-suit

Flip belt
Shuriken pistol

Special Rules:
NOTE: The Mime unit never has Objective Secured.
Battle Celerity
Mime Invisibility
Dance of Death
Move thru Cover
(Mimic, Danji)
Deep Strike

Brotherhood of
Fleet
Psykers (Mastery 1)
Infiltrate
Options:
Any Mime may replace its CCW with:
o Harlequins Kiss
+4 pts
Up to two Mimes may replace their
CCW with:
o Power Weapon
+10 pts
o Void Sabre
+10 pts
Up to two Mimes may replace their
Shuriken pistol with:
o Fusion pistol
+10 pts
o Plasma pistol
+10 pts

CCW
Plasma grenades

Scout
Shrouded
Surprise Assault

One Mime may replace their Shuriken


pistol with:
o Hand Flamer
+5 pts
One Mime may exchange their
Shuriken pistol with:
o Neuro-disruptor
+15 pts
Any Mime may take an additional
Shuriken pistol for +1 pt each.
The Mime unit can be armed with
Haywire grenades for +2 pts per model.

Character:
One Mime may be upgraded to a Mimic (ch) for +35pts.
A Mimic may be given additional equipment from the Harlequin armory.
Additional Special Rules:
o Move thru Cover
o Brotherhood of Psykers (Unit becomes Mastery level 2)
o Mimics only have Mime Invisibility. No additional power despite Mastery 2 but gain a
+1 to the roll for Mime Invisibility only.
o Masters of Infiltration: A Mime unit with a Mimic can deploy regardless of any
deployment restrictions and can always start in Reserve. The Mimic and his unit can
Deep Strike without scattering. The unit can perform a Disordered charge on the turn
they arrive from Reserves (Including Deep Strike), on the first turn, even if Infiltrated,
or used the Scout move but cannot use Furious Charge on that charge.
Psychic Power: Require Psychic Test.

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Mime Invisibility: Blessing that affects the Mimic and their unit. Whilst this power is in effect,
any enemy unit targeting the Mimic or their unit may only fire Snap Shots and only hit the unit
in close combat on a To Hit roll of 6. Has no effect while mounted on a Transport.
(Warp Charge 1)
Dedicated Transport: Harlequin Venom (Unit size cannot exceed transport capacity)
For +135pts a Mime may be upgraded to Danji the Master Mimic in place of the normal Mimic with
the following profile and additional rules.

Danji (ch)
Wargear:
Mask of Fear
Holo-suit
Shadow field
Flip belt

Danji the Master Mimic


Points WS BS S
T
+135
6
5
3
3

W
2

I
7

A
3

Ld
Sv
10 2+I/5+I

Cegorachs Sting
Haywire grenades
Shuriken pistol
Plasma grenades
Riveblades
Tanglefoot grenades
Master-Crafted
Venom Blade
May be given additional wargear (not weapons) from the Harlequin armory.
May take any items from Cegorachs Gifts list.

Additional Special Rules:


Acute Senses
Move thru Cover
Masters of Infiltration
Psyker (Mastery level 2) NOTE: adds
to pool in addition to units Mastery 1.

Stalker (E)
Master of Assassination: All Danjis
shooting and combat hits are Precision
Shots and Strikes.
(Excluding Snapshots)

Psychic Powers: Require Psychic Test. Danji always has Mime Invisibility. May roll for remaining
power from Runes of Battle.

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ref: Eldar Codex 2013; Dark Eldar Codex 2014; IA11; IAAp2013; IAAe, IYSUPP Rev.

Harlequin
Shadowseer (ch)
Death Jester (ch)
Troupe Master (ch)
Composition: 4-15 Harlequins.

Harlequin Troupe
Points WS BS S
15
5
4
3
+30
5
4
3
+10
5
4
3
+20
5
4
3

T
3
3
3
3

W
1
1
1
1

I
6
6
6
6

A
2
2
2
3

Ld
9
9
9
10

-)

Sv
5+Inv
5+Inv
5+Inv
5+Inv

Unit Type: Infantry


Wargear:
Mask of Fear
Holo-suit
Flip belt

Shuriken pistol
CCW

Special Rules:
Battle Celerity
Cegorachs Veil (Shadowseer)
Dance of Death
Fleet

Psyker (Mastery Level 1) (Shadowseer)


Surprise Assault
Veil of Tears (Shadowseer)

Options:
Any model may replace their CCW
with:
o Harlequins Kiss
+4 pts
Up to one in five models may replace
their Shuriken pistol with:
o Fusion pistol
+10 pts
o Plasma pistol
+10 pts

Up to one in seven models may replace


their Shuriken pistol with:
o Hand Flamer
+5 pts
One model may replace their Shuriken
pistol with:
o Neuro-disruptor
+15 pts
Any model may take an additional
Shuriken pistol for +1 pt each.
The Harlequin unit can be armed with Haywire grenades for +2 pts per model.

Character:
One Harlequin may be upgraded to a Troupe Master for +20 pts,
o May replace his CCW with:
Harlequins Kiss
free
Power weapon
free
Void Sabre
+5 pts
Storm Glove
+10 pts
o Take
Pack Grenade Launcher
+10 pts
One Harlequin may be upgraded to a Death Jester for +10 pts, replacing both his weapons with
a Shrieker cannon.
One Harlequin may be upgraded to a Shadowseer, Psyker (Mastery Level 1) for +30 pts
o Hallucinogen grenades
o Veil of Tears (Shadowseer always has Veil of Tears)
Note: Has no effect while mounted on a Transport.
Dedicated Transport: Venom (Unit size cannot exceed transport capacity) or Battle Barge.
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Dedicated Transports
Points
Harlequin Venom
55
Composition: 1 Harlequin Venom

Harlequin Venom
Front
Side
10
10

Rear
10

HP
2

BS
4

Save
5+ Inv

Type: Vehicle (Fast, Skimmer, Open-topped, Transport)


Transport Capacity: 7 models (5 models if second weapon taken)
Wargear:
Twin-linked Shuriken catapults

Flickerfield

Special Rules:
Deep Strike
Agile: (IAAe) grants a +1 for Jink cover
saves.
Jink
Acrobatic Dismount: Harlequins with a Flip belt can Disembark if moved up to 12. Over 6
requires a Dangerous Terrain test. If a Venom is wrecked or explodes Harlequins can dismount
with a successful Initiative test (each model must test separately). If all are successful,
Harlequins are not pinned. Successful models are only wounded on a 6. Any models that fail
suffer wounds as normal and the unit tests for pinning as normal.
Options:
Replace the Shuriken catapults with:
o Fusion gun
+5 pts
o Shrieker cannon
May choose a second weapon:
o Brightlance
+10 pts
o Shrieker cannon
o Eldar Missile Launcher +15 pts
o Star cannon
o Scatter Laser
+10 pts
NOTE: If a second weapon is taken Capacity is reduced to 5 models.
May be upgraded with:
Crystal Targeting Matrix (E) +25 pts
Ghostwalk Matrix (E)
+10 pts
Spirit Stones (E)
+10 pts

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Star engines (E)


Vectored engines (E)

+10 pts
+10 pts
+10 pts

+15 pts
+15 pts

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ref: Eldar Codex 2013; Dark Eldar Codex 2014; IA11; IAAp2013; IAAe, IYSUPP Rev.

Harlequin Battle Barge


Points
Front
Side
Harlequin Battle Barge
95
11
10
Composition: 1 Harlequin Battle Barge

Rear
10

HP
3

BS
4

-)

Save
5+ Inv

Type: Vehicle (Fast, Skimmer, Open-topped, Transport)


Transport Capacity: 16 models (Each additional weapon taken reduces Capacity by 2 models.)
Wargear:
Shrieker cannon
Flickerfield

Ghostwalk Matrix (E)


Star Engines (E)

Special Rules:
Deep Strike
Jink
Acrobatic Dismount: Harlequins with a Flip belt can Disembark if moved up to 12. Over 6
requires a Dangerous Terrain test. If a Battle Barge is wrecked or explodes Harlequins can
dismount with a successful Initiative test (each model must test separately). If all are
successful, Harlequins are not pinned. Successful models are only wounded on a 6. Any models
that fail suffer wounds as normal and the unit tests for pinning as normal.
Options:
Replace the Shrieker cannon with:
o Brightlance
+5 pts
o
o Eldar Missile Launcher +10 pts
o
o Fusion gun
free
May take up to two of the following:
o Brightlance
+10 pts
o
o Eldar Missile Launcher +15 pts
o
o Fusion gun
+5 pts
o
NOTE: Additional weapons require embarked passengers to be fired.
Each additional weapon taken reduces Capacity by 2 models.
May be upgraded with:
Crystal Targeting Matrix (E) +25 pts
Harlequin Shadow Targeter +25 pts
Night Shields (DE)
+15 pts

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Scatter Laser
Star cannon

+5 pts
+5 pts

Scatter Laser
Shrieker cannon
Star cannon

+10 pts
+10 pts
+10 pts

Spirit Stones (E)


Vectored engines (E)

+10 pts
+15 pts

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Fast Attack

Harlequin Jetbike Squadron


Points WS BS S
T
Harlequin Jetbike
25
5
4
3 3(4)
Shadowseer (ch)
+30
5
4
3 3(4)
Troupe Master (ch)
+20
5
4
3 3(4)
Composition: 3-10 Harlequins on Eldar Jetbikes

W
1
1
1

I
6
6
6

A
2
2
3

Ld
Sv
9 5+/5+Inv
9 5+/5+Inv
10 5+/5+Inv

Unit Type: Bikes (Eldar Jetbikes)


Wargear:
Mask of Fear
Shuriken pistol
CCW
Holo-suit (Works for entire Jetbike)
Special Rules:
Cegorachs Veil
(Shadowseer)
Dance of Death
Jink
Hammer of Wrath

Twin-linked Shuriken catapults


(Jetbike)
(Cannot use Flip belts on a Jetbike)

Psyker (Mastery
Level 1)
(Shadowseer)
Relentless
Skilled Rider

Surprise Assault
Veil of Tears
(Shadowseer)

Options:
Any model may replace their CCW with:
o Harlequins Kiss
+5 pts
Up to two models may replace their CCW with:
o Power Weapon
+10 pts
o Void Sabre
+10 pts
Up to one in three models may replace the bikes Shuriken catapults with:
o Fusion gun
+5 pts
o Shrieker cannon
+10 pts
Character:
One Harlequin may be upgraded to a Troupe Master for +20 pts,
o May replace his CCW with:
Harlequins Kiss
free
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Power weapon
free
Void Sabre
+5 pts
Storm Glove
+10 pts
o Take
Pack Grenade Launcher
+10 pts
One Harlequin may be upgraded to a Shadowseer, Psyker (Mastery Level 1) for +35 pts
o Hallucinogen grenades
o Veil of Tears (Shadowseer always has Veil of Tears)

Heavy Support
Harlequin Hornet Squadron
Points
Front
Side
Harlequin Hornet
80
11
11
Composition: 1-3 Harlequin Hornets, forming a vehicle squadron.

Rear
10

HP
2

BS
4

Type: Vehicle (Fast, Skimmer)


Wargear:
Two Shrieker Cannons

Star Engines (E)

Special Rules:
Acute Senses
Jink
Agile (IAAe)
Scout
Deep Strike
Surprise Assault
Skimmer Assault: (IAAp) A vehicle with the Skimmer Assault rule that moves Flat Out may
fire all its weapons as Snap Shots in the same turn.
Options:
Either Shrieker cannon may be upgraded to one of the following weapons:
o Bright Lance
+5 pts
o Scatter Laser
o Eldar Missile Launcher +15 pts
o Star cannon
Flakk Missiles +10 pts
o Pulse Laser
May be upgraded with:
Flickerfield (DE)
+10 pts
Ghostwalk Matrix (E)
+10 pts
Harlequin Shadow Targeter +25 pts

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Spirit Stones (E)


Vectored engines (E)

+5 pts
+5 pts
+5 pts
+10 pts
+15 pts

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ref: Eldar Codex 2013; Dark Eldar Codex 2014; IA11; IAAp2013; IAAe, IYSUPP Rev.

Harlequin Wraithlord
Points WS BS S
T
Harlequin Wraithlord
130
5
4
8
8
Composition: 1 Harlequin Wraithlord

W
3

I
5/4

A
3

-)

Ld
Sv
10 3+/5+Inv

Unit Type: Monstrous Creature (ch)


Wargear:
Mask of Fear
Holo-suit (Works for entire Wraithlord)

Two Shuriken Catapults

Special Rules:
Fear (mc)
Fearless
Hammer of Wrath (mc)
Move Thru Cover (mc)

Relentless (mc)
Smash (mc)
Surprise Assault

Options:
May exchange any shuriken catapult for a flamer free
May take a Ghostglaive
+5 pts
May take up to two of the following:
o Brightlance
+20 pts
o Scatter Laser
o D-cannon
+40 pts
o Shrieker cannon
o D-scythe
+40 pts
o Star cannon
o Eldar Missile Launcher +30pts
(If a second weapon is chosen Initiative drops to 4)

Harlequin Nightwing
Points
Front
Side
Harlequin Nightwing
155
10
10
Composition: 1 Harlequin Nightwing

Rear
10

+20 pts
+15 pts
+20 pts

HP
2

BS
4

Type: Vehicle (Flyer)


Wargear:
Two Shrieker Cannons

Two Bright Lances

Special Rules:
Agile (IAAe)
Deep Strike
Shrouded

Skyhunter (E)
Supersonic
Vector Dancer

Option:
Flickerfield
+10 pts
Harlequin Shadow Targeter +25 pts

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Allies
Battle Brothers: Craftworld Eldar, Dark Eldar, Eldar Corsairs, Eldar Exodites, and Tau
Allies of Convenience: All Imperial (except Sisters of Battle and Black Templars)
Desperate Allies: Orks, Sisters of Battle, and Black Templars
Come the Apocalypse: Chaos Daemons, Chaos Space Marines, Necrons, Tyranids

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Reference
* Additional special rules apply, see Wargear description.

Weapon

Range

Str

AP

Type

Shuriken Pistol
Shuriken Catapult

12
12

4
4

5
5

Shrieker Cannon

24

Brightlance

36

Cegorachs Sting

12

D-Cannon

24

10

D-Scythe
Dragons Breath
Flamer
Flamer
Ghostglaive
Hand Flamer
Haywire Grenade
Haywire Launcher
Missile Starshot
Missile Plasma
Missile Flakk
Firepike
Fusion Gun
Fusion Pistol
Harlequins Kiss
Neuro-disruptor*
Pack Grenade
Launcher*
Plasma Grenade
Plasma Pistol*
Power Axe
Power Blades*
Power Lance
Power Sword

Template

Pistol. Bladestorm
Assault 2, Bladestorm
Assault 3, Bladestorm,
Pinning
Heavy 1, Lance
Pistol, Poison (2+), MasterCrafted
Heavy 1, Barrage, Blast,
Distort, Pinning
Assault 1, Distort

Template

Assault 1

Template
Template
8
24
48
48
48
18
12
6
Template

5
2
6
4
3
4
4
1
1
1
1
4 (Krak) or
Grenade type
4
2
2
3
3/4
3

Assault 1
Melee, Master-Crafted
Pistol
Assault 1, Haywire
Heavy 2, Haywire
Heavy 1, Pinning
Heavy 1, Blast, Pinning
Heavy 1, Skyfire
Assault 1, Melta
Assault 1, Melta
Pistol, Melta
Melee, Rending
Assault 1

8
12
-

4
+1
3
2
3
8
4
7
8
8
8
User
(8)
6 (Krak) or
Grenade type
4
7
+1
User
+1 / User
User

Prism Blaster

18

Pulse Laser

48

Riveblades*

User

Scatter Laser

36

2
Ignores
Armor Saves
6

Spinneret Rifle

18

Shard of Anaris

+2

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Assault 1
Assault 1, Blast
Pistol
Melee, Unwieldy
Melee
Melee
Melee
Heavy 2, Lance,
Ghostlight*
Heavy 2
Melee, Rending, Shred,
Specialist Weapon, *
Heavy 4, Laser Lock
Rapid Fire, Monofilament,
Pinning
Melee, Rending, Vauls
Work

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Staff of The
Laughing God*

User

Star Cannon
Storm Glove
Sunrifle

36
24

6
X2
3

2
2
3

Tempest Launcher

36

X2*

User / (2+)
+1

User

The Tricksters
Touch
Venom Blade
Void Sabre
Witch staff

Points
235
220
300
80
80
125
25
+65
20
+35
+135
15
+10
+30
+20
25
+30
+20
130

Name
Lycinthor the Great Harlequin (ch)
Master Shadowseer Illantith (ch)
Cuidon the Invisible Death
Great Harlequin (ch)
Master Shadowseer (ch)
Solitaire
Veteran Death Jester (ch)
Ankido the Last Laugh (ch)
Mime
Mimic (ch)
Danji the Master Mimic (ch)
Harlequin
Death Jester (ch)
Shadowseer (ch)
Troupe Master (ch)
Harlequin Jetbike
Harlequin Jetbike Shadowseer (ch)
Harlequin Jetbike Troupe Master (ch)

Harlequin Wraithlord (ch)

Vehicle
Harlequin Venom
Harlequin Venom Chariot
Harlequin Battle Barge
Harlequin Hornet
Harlequin Nightwing

12/30/2014

Base
Points
55
55
95
80
155

WS BS
8
7
7
7
9
8
7
6
6
5
8
7
5
5
5
6
5
4
5
4
6
5
5
4
5
4
5
4
5
4
5
4
5
4
5
4
5
4

S
4
3
4
3
3
4
3
3
3
3
3
3
3
3
3
3
3
3
8

-)

Melee, Armourbane,
Fleshbane, Soul Blaze,
Warp Circuit*
Heavy 2
Melee
Assault 3, Blind, Pinning
Heavy 2, Barrage, Blast,
Pinning
Melee, Master-crafted,
Spiritstealer*, Strikedown
Melee, Poison (2+)
Melee, Rending
Melee, Armourbane,
Fleshbane, Soul Blaze

T W I
4
3
8
4
3
8
4
4 10
3
3
8
3
2
7
4
3
8
3
1
6
3
2
6
3
1
6
3
1
6
3
2
7
3
1
6
3
1
6
3
1
6
3
1
6
3(4) 1
6
3(4) 1
6
3(4) 1
6
8
3 5/4

A
4
3
5
4
3
4
2
2
2
3
3
2
2
2
3
2
2
3
3

Ld
10
10
10
10
9
10
9
10
10
9
9
9
10
9
9
10
10

Sv
4+Inv
4+Inv
3+Inv
5+Inv
5+Inv
5+Inv
5+Inv
2+I/5+I
5+Inv
5+Inv
2+I/5+I
5+Inv
5+Inv
5+Inv
5+Inv
5+/5+Inv
5+/5+Inv
5+/5+Inv
3+/5+Inv

Front

Side

Rear

HP

BS

Save

10
11
11
11
10

10
11
10
11
10

10
10
10
10
10

2
3
3
2
2

4
4
4
4
4

5+Inv
5+Inv
5+Inv
(5+Inv)
(5+Inv)

25

(WH40K 7

th

Edition

ref: Eldar Codex 2013; Dark Eldar Codex 2014; IA11; IAAp2013; IAAe, IYSUPP Rev.

-)

Disclaimer
This fan made codex is completely unofficial and in no way endorsed by Games Workshop Limited.
40k, Adeptus Astartes, Black Templars, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device,
Cityfight, Codex, Craftworld Eldar, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, Death Jester, 'Eavy Metal, Eldar, Eldar Corsairs, Eldar
symbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon,
Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Harlequin, IA, Imperial Armour, Inquisitor, the Inquisitor logo, the Inquisitor device,
Inquisitor: Conspiracies, Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Necron, Nurgle, the Nurgle logo, Ork, Ork skull devices,
Sisters of Battle, Slaanesh, the Slaanesh logo, Solitaire, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau
caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf
logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000
universe are either , TM and/or Copyright Games Workshop Ltd 2000-2007, variably registered in the UK and other countries around the world.
Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

12/30/2014

26

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