Exarch Powers
Exarchs may be given certain warrior powers as detailed in their army list entry. An Exarch can have up to two warrior powers, and these have the effects given below.
Acrobatic: The Exarch's agility allows her to leap over the heads of enemy models to attack anywhere she may choose. Before the Exarch makes her close combat attacks, she may be repositioned in contact with any model of your choice in the enemy unit.
Bounding Leap: The Exarch makes long, graceful jumps, propelling himself towards the enemy. When making an assault move, he may add +D6" to the distance he charges. The Exarch may only charge if he is within 6" of the enemy in the assault phase, but he does not have to engage the first model in his path if his extra charge distance would allow him to reach another model.
Burning Fist: The Exarch summons up all his wrath and hatred and unleashes it in a devastating attack. In close combat the Exarch may re-roll any to wound rolls and ignores normal armour saves.
Errata — Chapter Approved: Codex: Eldar Q&A (v2.0): Exarch powers like Burning Fist are considered special weapons, meaning they only benefit the Exarch while he's in base-to-base contact with the enemy (not merely within 2" as a supporting attack). An Exarch weapon that requires two hands, such as an executioner blade, cannot be used as an additional close combat weapon.
Crack Shot: The Exarch is a supreme master of all ranged weapons, able to pinpoint his targets with unerring accuracy. The enemy may not make cover saves against shots from the Exarch, and the Exarch may re-roll any failed to wound roll when shooting. Crack Shot may not be used by an Exarch in the same turn as he uses Fast Shot.
Crushing Blow: The Exarch is able to channel his rage and anger and use it to strike with incredible strength. He works out all close combat attacks at +1 Strength.
Defend: The Exarch is adept at self-protection using parries and dodges to avoid enemy blows before striking. He may use this ability in close combat. If he does so, he strikes last, but enemy models must roll a 6 to hit him.
Distract: Using hypnotic gestures and feints, the Exarch confuses and distracts his enemies. The Exarch may use this ability in close combat. One model in base contact with the Exarch, chosen by the Eldar player, is at -1 Attacks. This can reduce a model to 0 Attacks.
Evade: The Exarch is adept at guiding his jetbike to avoid incoming shots and the clumsy blows of the enemy. His saving throw becomes invulnerable.
Fast Shot: The Exarch is adept at laying down a lethal volley of fire from any weapon, firing shot after shot into the enemy. If the Exarch is firing an assault or heavy weapon, add +1 to the number of shots fired (for example, Heavy 3 becomes Heavy 4). If the Exarch is firing a pistol or rapid fire weapon then they never count as moving (ie, they can always fire once up to maximum range or twice up to 12"). Fast Shot may not be used by an Exarch in the same turn as he uses Crack Shot.
Skilful Rider: The Exarch leads his squad unerringly around tree-trunks and branches, down twisting gorges and through rock-strewn passes. He and his squad do not have to roll for difficult terrain.
Stealth: The Exarch is extremely cunning and knows how to use the lie of the land to shield his squad from their enemies as they approach. A squad led by an Exarch with Stealth may infiltrate, if allowed to do so by the mission being played.
Surprise Assault: The Exarch leads his squad on the attack, just when the enemy are least expecting it. When he and his squad charge, they gain +2 Attacks instead of +1.
Sustained Assault: The Exarch keeps his wings in constant motion, darting from one foe to the next in a continuous attack. For each close combat hit he inflicts, he may make an extra attack. If an extra attack hits, then this allows him a further attack. Keep rolling to hit until the Exarch misses. Resolve to wound rolls and armour saves for each hit as normal.
Tank Hunter: The Exarch is well versed in the art of stalking armoured vehicles, able to spot a weak point in the armour almost instantly. He may re-roll any armour penetration rolls he makes for shooting or close combat attacks against targets with an armour value.
War Shout: The Exarch uses her Banshee mask to unleash a terrifying howl of fury and despair, which sweeps over her enemies like a shockwave. When the Exarch uses her mask, the enemy unit she is fighting must pass a Leadership test or reduce its Weapon Skill by -1 for the rest of that assault phase.
Withdraw: The Exarch watches the tides of combat closely, and is able to judge the moment when it will be safe for his squad to withdraw from a fight, ready to attack again. If the squad is in close combat at the end of the assault phase, they may fall back to take them out of the combat if you wish. All the normal rules for a fall back move apply (most importantly, the rules for crossfire) but the enemy squad may only make a 3" move to consolidate. The unit automatically regroups after making its withdrawal.
Errata — Chapter Approved: Codex: Eldar Q&A (v2.0): Withdraw is used at the end of the Assault phase, so it can only be used in situations where the unit is still in combat and not automatically falling back for another reason — that means when the enemy unit has lost and passed its Morale check, when the Warp Spiders unit itself has lost and passed its Morale check, or when there's a tied Morale High Ground result; it can't be used on a turn where either side is already falling back for a different reason.