Laser Lance: This is used by Shining Spears Aspect Warriors. They use it to deliver intense short ranged laser blasts as they charge into combat. It is fired in the assault phase when the Shining Spears charge into combat and is worked out just before you move them into combat. The unit's laser lances must be fired at a single unit being charged by the Shining Spears and any casualties count towards the combat resolution for that turn. All of the normal shooting rules apply to this attack, such as rolling to hit, saves for cover and so on. In addition, a model armed with a laser lance counts as having Strength 5 when working out hits in hand-to-hand combat. A laser lance has the following profile:
| Weapon | Rng | S | AP | Type |
|---|---|---|---|---|
| Laser Lance | n/a | 5 | 5 | Assault 1 |
Mandiblasters: These are fitted into the helmets of Striking Scorpions Aspect Warriors. Activated by a psychic pick-up in the helmet, it fires a hail of needle-thin shards which act as a conductor for a highly charged laser. A model with a mandiblaster may make a special attack in close combat, worked out at +2 to the model's Initiative. Mandiblasters can be used by models within 2" of an enemy, as well as by models in base contact. They inflict a Strength 4 hit on a D6 roll of 4+. Normal armour saves are allowed. Remove models as you would other close combat casualties. Once these attacks have been resolved, the Striking Scorpions may make any other attacks at their normal Initiative value. Note that since mandiblaster casualties count as close combat casualties, a Striking Scorpion who starts the combat in base contact with the enemy will get their full number of Attacks, even if the model they are in base contact with is removed by mandiblaster fire.
Plasma Grenades: Rather than the crude fragmentation grenades used by other races, the Eldar employ advanced Plasma grenades to stun their enemies when they charge into close combat. These negate the effect of cover in close combat, so that all attacks are worked out in Initiative order.
Powerblades: Powerblades are fitted to the forearm, enabling the wearer to use both hands freely. A well trained warrior can make sweeping strikes with the powerblades as well as their other weapons. A model equipped with powerblades gets +1 Attack. This can be in addition to the +1 Attack for being armed with two other close combat weapons for a total of +2 Attacks. A model using powerblades ignores armour saves.
Prism Cannon: The prism cannon works by focusing a narrow laser beam through a highly complex crystal array and then unleashing it in a devastating burst. It has the following profile:
| Weapon | Rng | S | AP | Type |
|---|---|---|---|---|
| Prism Cannon | 60" | 9 | 2 | Heavy 1 Blast |
Pulse Laser: The pulse laser is a highly advanced weapon that fires a stream of powerful laser bolts at its target. It fires D3 shots, rolled each time the pulse laser is fired. It has the following profile:
| Weapon | Rng | S | AP | Type |
|---|---|---|---|---|
| Pulse Laser | 48" | 8 | 2 | Heavy D3 |
Ranger Long Rifle: The Ranger long rifle is equipped with highly sophisticated sights, allowing the firer to locate weak points in an enemy's armour. The long rifle is treated like a sniper rifle. In addition, if a 6 is rolled for the to hit roll, the shot counts as having AP 1.
Rune Armour: Eldar Farseers and Warlocks are covered by protective runes and sigils that use psychic energy to ward off enemy attacks. A model wearing rune armour has an invulnerable saving throw. If the model is mounted on a jetbike, it may take either a normal 3+ saving throw or its 4+ rune armour save.
Runes of Warding: A Farseer can use runes of warding to divine when an enemy psyker is using his powers and to throw up a psychic shield to protect himself and those nearby. If an enemy psyker attempts to use a psychic power and the psyker or the target is within 6" of the Farseer, the enemy must take the Psychic test on 3D6 and discard the lowest roll. Psykers who do not normally have to take a Psychic test remain unaffected by the runes of warding.
Runes of Witnessing: A Farseer uses runes of witnessing to guide his second sight along the twisting strands of fate, giving him even greater clairvoyance. A Farseer with runes of witnessing rolls 3D6 and discards the highest roll when taking a Psychic test. Note that you must use the lowest two rolls, even if they are a double 1.
Scorpion's Claw: The Scorpion's Claw is an ancient weapon of the Striking Scorpion Exarchs. It takes the form of a powered claw-shaped glove with a shuriken catapult incorporated into its back. The claw may be used both as a power fist and a shuriken catapult, and may be used as both in the same turn.
Shadow Weaver: The Shadow Weaver unleashes a stream of razor-sharp mesh high into the air, which drifts down onto the enemy, slicing through flesh and bone. It is a barrage weapon and a battery of more than one Shadow Weaver follows the rules for multiple barrages on page 58 of the Warhammer 40,000 rulebook. As a barrage weapon, it also uses the rules for pinning (also on page 58). It has the following profile:
| Weapon | Rng | S | AP | Type |
|---|---|---|---|---|
| Shadow Weaver | Guess 48" | 6 | – | Heavy 1 Blast |
Singing Spear: The Singing Spear is a psychically-charged weapon used by Farseers and Warlocks, which can be thrown at opponents and returns automatically to the user's hand. The Singing Spear has the profile below, and always wounds opponents on a 2+, regardless of their Toughness. If thrown at a vehicle, it has a Strength equal to three times the thrower's Strength and adds +D6 for armour penetration as usual. A Singing Spear may also be used in close combat, but requires two hands to wield and so cannot be used with another close combat weapon or pistol to gain +1 Attack. A model may not throw the Singing Spear and use it in close combat in the same turn.
| Weapon | Rng | S | AP | Type |
|---|---|---|---|---|
| Singing Spear | 12" | Special | n/a | Assault 1 |
Spirit Stone: Every Craftworld Eldar wears a waystone, to trap their soul when they die and to stop it being consumed by the Chaos god Slaanesh. Waystones containing a soul are known as spirit stones, and can be put to a variety of uses by the Eldar. An Eldar psyker can use the power of a spirit stone to charge themselves with psychic energy. A psyker with spirit stones can use two psychic powers each turn instead of one. However, these must be different powers; a psyker cannot use the same psychic power twice in the same turn.
Starcannon: The starcannon is a highly advanced plasma weapon that uses a sophisticated electromagnetic pulse to guide its lethal bolts to the target. Note that unlike the crude and clumsy plasma weapons of other races, a starcannon does not overheat on a to hit roll of 1. It has the following profile:
| Weapon | Rng | Str | AP | Type |
|---|---|---|---|---|
| Starcannon | 36" | 6 | 2 | Heavy 3 |
Swooping Hawk Wings: Swooping Hawks have glittering, multicoloured wings. In flight, the 'feathers' of these wings vibrate rapidly, turning them into a blur of vibrant colour. These wings allow the Swooping Hawks to move rapidly across the battlefield, or hover high above it, waiting for the chance to strike. A model with Swooping Hawk wings moves as if equipped with a jump pack. In addition, a squad with Swooping Hawk wings may always use the Deep Strike rules to deploy, even if the mission does not normally allow units to do so.
Vibro Cannon: A vibro cannon uses resonant sonic waves to shake its targets apart and fling troops to the ground. When firing a vibro cannon, pick a target point anywhere within range and line of sight of the vibro cannon, and then roll to hit as normal. If it hits, draw a line between the cannon and its target point, and any unit which the line passes through suffers D6 hits. A vehicle or other target with damage tables hit by a vibro cannon suffers a single glancing hit – do not roll for armour penetration. A unit suffering a casualty from a vibro cannon must take a Pinning test as detailed on page 58 of the Warhammer 40,000 rulebook. If there is more than one vibro cannon in the battery, they all fire a single shot together as described above. Each additional cannon in the battery adds +1 to the Strength of the attack and inflicts a -1 modifier on any Pinning tests taken. A vibro cannon has the following profile:
| Rng | S | AP | Type |
|---|---|---|---|
| 36" | 4 | - | Heavy 1 |
Warp Spider Jump Generator: Warp Spiders use a compact but complex jump generator that allows them to teleport short distances via the warp. Although this allows them to move rapidly and avoid any obstacle, the Eldar's exposure to the warp is not without peril. A model with a Warp Spider jump generator may move up to 12" in the movement phase and ignores all terrain during its move. This means that it can pass through woods, over rivers and even through solid walls without penalty. The model may not finish its move in impassable terrain.
The Warp Spiders may make a second jump at the start of the assault phase if you wish. They cannot make a second jump and charge into an assault in the same turn. The jump generator becomes more unpredictable during this second jump and the following rules apply. Nominate the direction the squad is jumping in and move the squad 2D6" in this direction. If you roll a double, one member of the squad has suffered a calamity in the warp and is removed as a casualty (the survivors move the distance rolled).
A unit equipped with Warp Spider jump generators advances and falls back 3D6", ignoring terrain as for its normal move.
Web of Skulls: The Web of Skulls is made from three or more crystalline skulls linked together with lightweight chains, and is thrown like a bolas. It will fly in an arc, smashing through an enemy unit before returning to the thrower. A Web of Skulls is thrown at an enemy unit using the normal shooting rules. If it hits, you may roll to hit again. Keep on rolling to hit the unit until you fail a roll or you have inflicted 4 hits. Make rolls to wound and armour saves for each hit inflicted as normal. No model in the target unit may be hit more than once. A Web of Skulls may also be used in close combat, and counts as a power weapon. It has the following profile:
| Rng | S | AP | Type |
|---|---|---|---|
| 24" | 4 | 5 | Assault 1 |
Witchblade: Eldar psykers carry potent force weapons known as witchblades, which may take the form of a spear, sword or some other weapon. A model with a witchblade always inflicts a wound on a roll of a 2+ in hand-to-hand combat (but only inflicts 1 wound with each hit). Armour saving throws are taken normally.
Against vehicles, a witchblade allows the bearer to triple their Strength characteristic when working out armour penetration.
Wraithcannon: The wraithcannon uses the same warp technology found in the larger Distort cannons. It works by opening a small warp space/real space hole, tearing apart the target as it is ripped between dimensions. The wraithcannon always wounds on a roll of 4+ regardless of Toughness, and on a roll to wound of a 6, it inflicts instant death as the target is wholly transported to the warp. Against targets with an armour value, a wraithcannon always inflicts a glancing hit on a roll of 4 and a penetrating hit on a roll of 5 or 6, regardless of the target's armour value. The wraithcannon has the following profile:
| Rng | S | AP | Type |
|---|---|---|---|
| 12" | n/a | 1 | Assault 1 |