warseer 40k 4th ed - eldar faq v1.0-3.pdf

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1 Warseer 40K 4 th Edition Eldar FAQ (v1.0) Compiled by: mattjgilbert Initial question/topic harvesting: IJW Reviewers/debaters: killmaimburn, LordMalekTheRedKnight, Lastie, DoctorTom, zealot!, toxic_wisdom, IJW, jubilex Key BGB = Big Grey Book (40K core rule book) EC = Eldar Codex RaW (Rules as Written, with page references supplied) GaP (Game as Played. Where there is ambiguity, a missing rule or downright nonsense in the way something is worded, this is the way the majority of players will play the game) Clarification (clearing up a rule or some ambiguous wording) RaI (Rules as Intended. Dangerous ground to be sure but it’s what we _think_ the game designer meant) In some cases more than one answer may be presented. This is typically where the RaW, Official FAQ answers and/or the GaP differ. Players must then decide which approach to take (typically this will be RaW for tournament play or GW-FAQ answers where they exist). This document is hosted by WarSeer.com as part of the The WarSeer Unoffcial 40K FAQ. Further copies of this document can be obtained from http://warseer.com/the_warseer_unoffcial_40k_faq. It is completely unofficial and in no way endorsed by Games Workshop Limited. 40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, 'Eavy Metal, Eldar, 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, 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, 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.

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Page 1: Warseer 40K 4th Ed - Eldar FAQ v1.0-3.pdf

1

Warseer 40K 4th Edition Eldar FAQ (v1.0)

Compiled by: mattjgilbert

Initial question/topic harvesting: IJW

Reviewers/debaters: killmaimburn, LordMalekTheRedKnight, Lastie, DoctorTom, zealot!, toxic_wisdom,

IJW, jubilex

Key

BGB = Big Grey Book (40K core rule book)

EC = Eldar Codex

RaW (Rules as Written, with page references supplied)

GaP (Game as Played. Where there is ambiguity, a missing rule or downright nonsense in the way

something is worded, this is the way the majority of players will play the game)

Clarification (clearing up a rule or some ambiguous wording)

RaI (Rules as Intended. Dangerous ground to be sure but it’s what we _think_ the game designer

meant)

In some cases more than one answer may be presented. This is typically where the RaW, Official

FAQ answers and/or the GaP differ. Players must then decide which approach to take (typically this

will be RaW for tournament play or GW-FAQ answers where they exist).

This document is hosted by WarSeer.com as part of the The WarSeer Unoffcial 40K FAQ. Further copies of this document can be obtained from http://warseer.com/the_warseer_unoffcial_40k_faq. It is completely unofficial and in no way endorsed by Games Workshop Limited.

40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, 'Eavy Metal, Eldar, 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, 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, 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.

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Contents

Key ................................................................................................................................................................. 1

The Avatar (page 24) ................................................................................................................................. 3

Farseer (page 26) ...................................................................................................................................... 3

Warlocks (page 27) ................................................................................................................................... 4

Autarch (page 29) ..................................................................................................................................... 4

Dire Avengers (page 30) ............................................................................................................................ 5

Howling Banshees (page 31) ..................................................................................................................... 5

Striking Scorpions (page 33) ..................................................................................................................... 5

Dark Reapers (page 34) ............................................................................................................................. 6

Swooping Hawks (page 35) ....................................................................................................................... 6

Shining Spears (page 37) ........................................................................................................................... 7

Fire Prism (page 43) .................................................................................................................................. 8

War Walkers (page 44) ............................................................................................................................. 8

Vehicle Upgrades (page 44) ...................................................................................................................... 8

Support Weapons (page 45) ..................................................................................................................... 9

Wraithguard (page 46) .............................................................................................................................. 9

Harlequins (page 48) ............................................................................................................................... 10

Eldrad (page 50) ...................................................................................................................................... 11

Prince Yriel (page 52) .............................................................................................................................. 11

The Phoenix Lords (page 54) ................................................................................................................... 12

The Eldar Army List (page 59) ................................................................................................................. 12

Appendix A: Avatar weapon listing ......................................................................................................... 14

Appendix B: Psychic power matrix .......................................................................................................... 15

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The Avatar (page 24)

Q: What weapons can the Avatar ignore due to its Molten Body special rule?

A: See appendix A.

Q: When the avatar fires the wailing doom as a shooting type attack, is it considered to be a psychic

power?

A: No the description is just fluff. It’s a normal shooting attack [Clarification].

Q: If a unit that cannot regroup (less than 50% strength, enemy proximity etc.) falls back through the

Avatar's "inspiring" range, what happens?

A: Once the unit completes its fall back move and at least one model is within 12" of the Avatar, it then

becomes Fearless and may act normally from that point on. The unit is considered to have regrouped so

will have to be broken again to fall back once it leaves the "inspired" range [Clarification].

Farseer (page 26)

Q: What happens when both players take Eldar and have a Farseer on each side – how do you resolve

the conflict with Runes of Warding and Runes of Witnessing?

A1: The suggested resolution is:

Roll 3D6 when making a psychic test.

- if the total is 12 or more: The model making the test suffers Perils of the Warp. Discard the highest dice

and compare to the models Ld to see if the power is cast.

- if the total is 11 or less: discard the highest dice, check for Perils of the Warp and compare to the

models Ld to see if the power is cast.

[GaP]

A2: The runes cancel each other out and the roll is made as normal (as if neither Farseer had any runes)

[GaP]

A3: Roll a D6 each time the situation comes up to see which Farseer power is used this time [GaP]

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Q: A Farseer can cast Fortune or Guide at the "start of the Eldar Players turn" (EC pg. 28). If a Farseer

walks onto the board (coming out of reserve) does he forfeit his ability to cast Guide or Fortune for that

turn?

A: Yes. A Farseer must already be on the table to be able to use such powers [Clarification].

Q: Can an Eldar Farseer be killed outright by suffering a Perils of the Warp attack and having the Instant

Death (ID) rules invoked?

A: Yes. The ID rules stating that a creature wounded by something which has Strength value of double

their Toughness or greater will be killed outright apply in this case (S6 vs T3) [RaW GBG pg. 27].

Warlocks (page 27)

Q: Can Space Marine Psychic Hoods (PH) be used to stop Warlock Powers?

A: No. The PH requires that the model using the power pass a psychic test before the PH can be used. As

Warlock powers do not require a test to be made, a PH cannot be used to stop them [Clarification].

Q: If I have a Warlock with embolden in the same squad as a Farseer, do I get to use the Embolden's

leadership re-roll for psychic tests made by the Farseer?

A: Yes, as psychic tests are Ld tests [RaW BGB pg. 52].

Autarch (page 29)

Q: Is the +1 Reserve roll bonus cumulative if I have more than Autarch in my army (e.g. +2 for 2

Autarchs)?

A1: Yes. For each Autarch still alive you may add one to the roll (so +2 for 2 Autarchs) [RaW EC pg. 29].

A2: No. So long as at least one Autarch is alive, the bonus is only +1 [RaI?].

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Dire Avengers (page 30)

Q: If a Dire Avenger squad with an Exarch use the Bladestorm Exarch power, they cannot fire on their

next turn. However, if the Exarch dies, page 21 says that if an Exarch is removed from play then his

abilities are lost. Would this mean that if the Exarch dies after a Bladestorm, the surviving squad could

then fire in their following turn?

A: No. Not being able to fire is a consequence of using the ability, not the ability itself. If the Exarch dies,

the squad will still not be able to fire in their next turn after using Bladestorm [Clarification].

Q: If a Dire Avenger squad uses Bladestorm, can they use Fleet of Foot in the following turn while they

reload?

A: Yes they can still use Fleet of Foot as this can only be used if models do not shoot or use a psychic

power that replaces shooting [RaW pg. 72 BGB]. The first condition does not apply if they cannot shoot in

the first place.

Howling Banshees (page 31)

Q: The rules for Banshee Masks (EC pg. 31) state that they work in the first round of an assault. What

happens if the Banshees charge or consolidate into a combat which has already started and gone

beyond the first round?

A1: Banshee Masks will only work in the first round of any combat. If the Banshees charge or

consolidate into a combat which has already started and gone beyond the first round, the masks cannot

be used [RaW EC pg. 31]. This is consistent with the rules for cover and frag grenades.

A2: The Banshee Mask works during their first round of combat (whether they charged, were charged

themselves or consolidated into combat) [Clarification and GaP]. In this way the Banshees can join an

existing combat and still gain the benefit of their masks in their first turn.

Striking Scorpions (page 33)

Q: Scorpion Chainsabres give +1A, and contain twin-linked pistols. Is the +1A flat, or is it before the

bonus for using two weapons (do you actually get +2A for taking Chainsabres)?

A: You get +1A for taking Chainsabres in total [Clarification]. The bonus does not stack for more than one

extra weapon.

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Q: Does the Striking Scorpion Exarch gain +1 S when using Chainsabres?

A: No. Chainsabres are not the same as Scorpion Chainswords. The Chainswords specifically note that

they give a +1 S. The Chainsabres do not list any strength increase [RaW EC pg. 33]

Q: If an Exarch takes a Scorpion's Claw, does it strike at S6, S7 or S8?

A: S6. You cannot combine the special rules for different weapons [RaW pg. 46 BGB], so if you do not

make your attacks with the Scorpion Chainsword you do not get the +1S bonus from it.

Dark Reapers (page 34)

Q: Is the Tempest Launcher a blast or a barrage weapon?

A: The Tempest Launcher is a Barrage weapon (indicated by having a G prefix for its range). [RaW BGB pg.

31, RaW EC pg. 34]. Note that you should follow the rules for a multiple barrage when firing the Tempest

Launcher (BGB pg. 32) [Clarification].

Q: If an Exarch has an Eldar Missile Launcher and Fast Shot, and fires two Plasma Missiles in a turn, how

are they resolved?

A: Follow the rules for Multiple Blasts on page 30 of the BGB [Clarification].

Swooping Hawks (page 35)

Q: Can Swooping Hawks entering play by Deep Strike drop their grenades on top of an Independent

Character who is not attached to a squad?

A: Yes, the large blast marker can be centered over ANY enemy model anywhere on the table [RaW EC

pg. 35].

Q: Can a unit of Swooping Hawks and an Exarch with the Skyleap ability both Deep Strike and leave the

table again using Skyleap in the same turn (the “rubber hawk” tactic).

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A: Yes. Simply remove the unit from the table and place them in reserve [RaW EC pg. 35]. Of course, if the

unit is not on the table at the end of the game, they will give up their full Victory Points to the enemy

[BGB pg. 85].

Q: How do you resolve if a model is entitled to a cover save from Grenade Packs dropped by Swooping

Hawks?

A1: You cannot draw LOS from the Firer to the target as normal so only models actually in cover (there

will be no concept of “behind”) will be able to claim a cover save (this will typically only apply to models

occupying area terrain) [Gap].

A2: In a similar vein to the rules for Barrage weapons on page 31 of the BGB, the centre of the marker is

used to determine which direction hits occur from in relation to Cover Saves [Gap].

Q: How do you remove casualties when models or units take wounding hits from Swooping Hawk

grenade packs?

A: You can ignore the normal rules dictating that models must come from within LOS and range.

Casualties may come from anywhere within an affected unit [Clarification].

Q: If a unit takes 25% or more casualties from Swooping Hawk grenade packs, do they have to take a

morale check?

A: No. Only units suffering 25% casualties in the Shooting phase have to make this test [RaW BGB pg. 47]

Q: Does an Autarch on a jetbike who joins Swooping Hawks benefit from Skyleap? If so, does he Deep

Strike in with the Swooping Hawks?

A: Yes to both, due to the rules for Autarchs benefiting from Exarch powers [RaW EC pg.21]. In the case of

Skyleap, part of the power specifies that the unit may come in through Deep Strike the following turn -

and the Autarch was part of the unit Skyleaping when they left the board…

Shining Spears (page 37)

Q: Do Shining Spears have to charge into CC to have their laser lances count as S6 power weapons, or is

consolidating into a unit enough?

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A: To initiate an assault you must make an assault move (i.e. a charge) [RaW BGB pg 36]. Consolidating

into an enemy unit does not count as charging [RaW BGB pg. 44] and therefore the lances Shining Spears

will not count as having S6 power weapons. Additionally, the rule is only effective on a turn you initiate

an Assault [RaW EC pg. 37] and any combat which follows as a result of a consolidation move doesn’t

happen until the next turn anyway [RaW BGB pg. 44].

Fire Prism (page 43)

Q: If two Fire Prisms fire a linked shot at a Monolith, what is the strength and AP of the linked shot?

A: The shot will hit a S10 and will be AP1 for a focused beam, as in the example given [Raw EC pg. 43].

This is not a bonus to the penetration roll or any kind of doubling; it is simply the base Strength of the

beam hitting the Monolith.

War Walkers (page 44)

Q: Can War Walkers take two of the same weapon? If so, does it make it twin-linked or not?

A: Yes you can take two of the same weapon but they do NOT count as twin-linked [Clarification].

Vehicle Upgrades (page 44)

Q: Can a vehicle with Star Engines use the Star Engines when moving 24”?

A: Yes. [GaP and RaI]. Although the Star Engines say that they are used instead of shooting, they are used

in the movement phase before shooting would be declared. Also, Star Engines would not provide any

benefit at all if they could not be used in addition to moving 24” as it provides all the benefit of

movement you would have with star engines (if they were not allowed to be used when moving 24”)

without costing any extra points.

Q: When a vehicle with vectored engines is immobilised while over area terrain, is it destroyed?

A: Yes. As per page 67 of the BGB, immobilised skimmers always crash. They are destroyed if they:

1. Moved more than 6” in their previous turn

2. Are over impassable terrain

3. Are over difficult terrain

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If none of those conditions apply, they can make a forced landing instead where they are and remain

immobilized for the rest of the game, no longer counting as a skimmer.

Having Vectored Engines, always a skimmer to ignore number 1 above (i.e. it doesn’t count as having

moved more than 6”) but not number 2 or 3. Thus, a skimmer with Vectored Engines will still be

destroyed if it is immobilized over impassable or difficult terrain [Clarification and RaI].

Support Weapons (page 45)

Q: Does the Vibro Cannon (VC) need line of sight to fire? If not who may be affected by its shot?

A: No. Simply roll to hit with each VC in the battery and so long as at least one hits, draw a line 36” in the

direction of your choosing. LOS is not a consideration. [RaW EC pg. 45]. There is no one single target for a

VC shot. Any unit touched by the line will be hit, including friendly ones, ICs and those in close combat

[RaW EC pg. 45].

Q: If the Vibro Cannon doesn’t require LOS, how do you remove casualties for units taking wounds from

a VC hit who are out of LOS?

A: As an exception to the normal casualty removal rules, casualties may be removed from units suffering

wounds from a VC hit even if they are out of LOS [GaP, Clarification]. They must still be in range as normal

though.

Q: How do you resolve Vibro Cannon hits against a squadron of vehicles? Do you roll a D6 for the

number of hits?

A: Yes – a squadron is still a unit to will take D6 hits as normal [RaW EC pg. 45]. Distribute hits as per the

rules on page 73 of the BGB. Note however that only a single glancing hit can be caused per vehicle

though [RaW EC pg. 45] so excess hits may be wasted.

Wraithguard (page 46)

Q: If a Wraithguard/Wraithlord unit fails its Wraithsight test, how does rending work against it in close

combat?

A: Roll for rending attacks normally. Any 6's will cause rending hits and all other results are standard

automatic hits [Clarification].

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Harlequins (page 48)

Q: Can indirect/barrage weapons ignore Veil of Tears (VoT)?

A: The following weapons/ abilities are examples of things which may ignore VoT:

Deffkopta BigBomm

Fury of the Ancients psychic power

Vibrocannons

Vindicare assassin shooting individuals within the unit (except Shadowseer)

Essentially, anything which doesn’t target the unit or Shadowseer specifically should be able to ignore

VoT. The VoT ability prevents anything which needs to TARGET a unit (not see it, LOS is never

mentioned) from firing at all if the 2D6x2 roll is not enough. As firing indirect still requires you to target a

unit, you still need to make the roll to see if you can target a unit with VoT [RaW pg. 49 EC].

VoT has nothing to do with night-fighting and LOS – this is a common misinterpretation of the rule.

Note: Many players allow indirect fire against units with VoT (ignoring the need to make a roll) and so it

is GaP in many places but it is not RaW. Discuss how to play it with your opponent before the game if this

could be an issue.

Of course, a unit with VoT could still be hit by a blast marker placed over them where another unit close

by was the target, or due to scatter from another target.

Q: Can I ignore a unit with VoT for shooting at an Independent Character (so he is then considered the

closest unit)

A: If you wish to target the IC, the following is recommended (not RaW though) to determine if the unit

with VoT is a “target” or not:

Declare your intent to fire upon the IC.

Rolls 2D6x2 as if you were trying to shoot the unit with VoT.

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If you roll enough for the unit with VoT to be a valid target (within the “spotting-range”) this

means they could have been a valid target, which in turn means the IC could not be targeted, so

the shots from the firing unit are wasted (as they tried to shoot an invalid target).

If the roll is not high enough for the unit with VoT to be a valid target, the IC may be shot (as it is

now the closest target).

Q: A unit wishes to fire at a lone Eldar Independent Character. However, there is a unit of Harlequins

closer than the IC. Can the Harlequins be ignored (using the Veil of Tears (VoT) rules) to enable the

shooting at the IC?

A: The IC isn't the closest target and therefore can't be targeted [RaW BGB pg. 51]. This rule does not

interact with VoT at all because the Harelquins are still a potential Target (which is not that same thing

as Target priority).

Eldrad (page 50)

Q: Is Eldrad’s staff one- or two-handed?

A: It is not specified as being two-handed, therefore it is treated as one-handed. As such it can be

combined with his pistol for +1A [Clarification].

Q: Is Eldrad’s Divination rule used before or after Scout movement?

A: Before. It happens right after deployment is complete [RaW EC pg. 51].

Prince Yriel (page 52)

Q: On page 53, Yriel is listed as having a singing spear that ignores armour saves. Does this only affect

attacks made in close combat or does it also ignore armour saves when thrown?

A: It ignores armour saves when used in close combat and when thrown [RaW EC pg. 53].

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The Phoenix Lords (page 54)

Q: Can I join Eldar Phoenix Lords to units to create say, infiltrating Harlequins, sky-leaping Seers &

Warlocks etc.?

A: Exarch powers can only ever affect Aspect Warriors and Autarchs in the same squad as the Exarch

using them (and no-one else… not even Farseers!). [RaW EC pg.21]. Phoenix Lords can of course join other

squads (e.g. Guardians) but will just not convey their abilities.

Q: How does Fuegan's Feel No Pain work with the Eternal Warriors rule? Can Fuegan attempt FNP rolls

against attacks that have a S value double or more than his T, or against attacks that cause ID through

other means?

A: Feel No Pain cannot be used against weapons (or hits) that would inflict Instant Death [RaW pg. 74

BGB]. As the Eternal Warriors rule grants Phoenix Lords immunity to Instant Death, Fuegan can take his

FNP roll as normal. Note that the FNP roll still cannot be taken against hits in close combat caused by a

weapon which ignores armour saves.

Q: In the description of Maugan Ra’s wargear on page 57, it says his shuriken cannon has a built-in

executioner, the details of which are on page 23. Page 23 doesn’t have these details so where are they?

A: The rules for Executioners can be found on page 31 [Clarification].

Q: Are Phoenix Lords immune to being slayed out right by Force Weapons?

A: No - Force Weapons do not inflict "Instant Death" so the immunity does not apply. [RaW BGB pg. 46]

The Eldar Army List (page 59)

Q: Some units (such as Shining Spears) are listed as being unit type: Jetbikes. Is this correct?

A: The unit type for all Eldar units/models using Jetbikes should be : Eldar Jetbikes [Clarification and GaP]

Q: If a model with Fleet of Foot is equipped with an Eldar Jetbike, can they still use the FoF rule?

A1: No. Models with Fleet of Foot may not use this rule if they are riding an Eldar Jetbike [Clarification,

GaP and RaI].

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A2: Yes. There is no rule which would mean that riding an Eldar Jetbike prevented a model from using

the Fleet rule [RaW]. Note that the actual USR in the BGB (page 74) is simply “Fleet” and all models with

the rules are treated in a similar way.

Q: For each Farseer in an army, you can include a squad of Warlocks. Do the Farseer and the Warlocks

form a single unit or can they be fielded separately?

A: They are entirely separate units and may be deployed independently from one another (although the

Farseer can join the Warlock squad during the game as normal should he wish to) [Clarification]. Both

units take up a single HQ choice however [RaW EC pg. 60].

Q: An Autarch comes with a Shuriken pistol. You may also give an Autarch one single-handed weapon

and one two-handed weapon. This results in him having three weapons. Is this correct?

A: Yes, the pistol is not replaced and an Autarch may have up to three weapons (choosing which to use

as appropriate). Remember that there is nothing stopping him from using a pair of single handed

weapons to gain +1A in CC, even if he used a 2-handed weapon in the shooting phase [RaW BGB pg.40 &

46].

Q: The guardian entry in the rule book (EC pg. 64) says that you must have a weapons platform in your

squad but the squad still has a transport option. Does this mean the platform counts as infantry to allow

it to be a passenger?

A: No. The platform model is essentially just a marker and is always ignored for game purposes [RaW EC

pg. 39]

Q: The options for Support Weapon Batteries on page 66 allow a unit to take a Warlock. Does the

Warlock become a member of the crew?

A: Yes. The unit’s Unit Type is Artillery and so it follows all the rules for Artillery on page 56 of the BGB.

The Warlock is treated as crew [RaW EC pg 66].

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Appendix A: Avatar weapon listing

Note that this list is not fully RaW but should be considered GaP. Weapons with the Melta Special Rule (and hence cannot wound the Avatar)

Meltaguns (Codex: Imperial Guard, Codex: Space Marines, Codex: Dark Angels, Codex: Blood Angels, Codex: Black Templars, Codex: Space Wolves, Codex: Daemonhunters, Codex: Witch Hunters)

Multi-Meltas (Codex: Imperial Guard, Codex: Space Marines, Codex: Dark Angels, Codex: Blood Angels, Codex: Black Templars, Codex: Space Wolves, Codex: Daemonhunters, Codex: Witch Hunters)

The 'Melta' part of a Combi-Melta (Codex: Space Marines, Codex: Dark Angels, Codex: Blood Angels, Codex: Black Templars, Codex: Space Wolves, Codex: Daemonhunters, Codex: Witch Hunters)

Melta Cannons (Apocalypse) Fusion Blasters (Codex: Tau Empire) Inferno Pistols (Codex: Witch Hunters) The Perdition Pistol (Codex: Blood Angels) Firepikes (Codex: Eldar) Fusion Guns (Codex: Eldar) Melta Torpedo (Codex: Daemonhunters, Codex: Witch Hunters)

Weapons described as ‘flamers’ (and hence cannot wound the Avatar)

Flamers (Codex: Imperial Guard, Codex: Space Marines, Codex: Dark Angels, Codex: Blood Angels, Codex: Black Templars, Codex: Space Wolves, Codex: Daemonhunters, Codex: Witch Hunters, Codex: Tau Empire, Codex: Eldar)

Heavy Flamers (Codex: Imperial Guard, Codex: Space Marines, Codex: Dark Angels, Codex: Blood Angels, Codex: Black Templars, Codex: Space Wolves, Codex: Daemonhunters, Codex: Witch Hunters)

The 'Flamer' part of a Combi-Flamer (Codex: Space Marines, Codex: Dark Angels, Codex: Blood Angels, Codex: Black Templars, Codex: Space Wolves, Codex: Daemonhunters, Codex: Witch Hunters)

Dragon’s Breath Flamer (Codex: Eldar) Burnas (Codex: Orks) Skorchas (Codex: Orks) Inferno Cannons (Codex: Imperial Guard) Brazier of Holy Fire (shooting mode) (Codex: Witch Hunters) The Ardent Blade (shooting mode) (Codex: Witch Hunters) Inferno Gun (Apocalypse) Hellstorm (Apocalypse) Burna Bomm (Apocalypse)

Page 15: Warseer 40K 4th Ed - Eldar FAQ v1.0-3.pdf

Appendix B: Psychic power matrix Powers marked with a * are worked out like normal shooting attacks as per page 52 of the BGB (and thus will affect who can be charged in the subsequent CC round). Where powers differ from using the normal shooting

rules is outlined in the table below.

Name Used when? Use on what

units/models?

Requires a

psychic test?

Requires

LOS?

Requires target

priority roll?

Roll to hit? Roll to

wound?

Can be used

by a model in

CC?

Can be used on a

model/unit in

close combat?

Allows saves?

Doom Start of Eldar player turn Non-vehicle units

(from either side)

[RaW]

Non-vehicle enemy

units [GaP]

Yes No n/a n/a n/a Yes Yes n/a

Eldritch Storm In the shooting phase

instead of firing a weapon

Enemy Yes No No No Yes No1 Yes Yes

Fortune Start of Eldar player turn Friendly [Clarification] Yes No n/a n/a n/a Yes Yes n/a

Guide Start of Eldar player turn Friendly [Clarification] Yes No n/a n/a n/a Yes Yes n/a

Mind War In the shooting phase

instead of firing a weapon

Enemy Yes Yes No (ICs can be

chosen even if

other units are

closer)

No Special

rules for

this power

No1 Yes (so long as the

model is locked

but not engaged)

Cover and

Invulnerable

only.

Conceal Always in play Friendly No No n/a n/a n/a Yes Yes (although

cover saves still

cannot be used in

CC)

n/a

Destructor* In the shooting phase

instead of firing a weapon

Enemy No Yes Yes No – use

Template

Yes No1 No Yes but no

cover saves.

Embolden Always in play Friendly No No n/a n/a n/a Yes Yes n/a

Enhance Always in play Friendly No No n/a n/a n/a Yes Yes n/a

Veil of Tears Always in play Friendly No No n/a n/a n/a Yes Yes n/a

Augment2 After a Farseer successfully

uses a power

Friendly Yes No n/a n/a n/a Yes Yes n/a

1 Because models locked in combat may not shoot or take an action in lieu of shooting 2 From the Seer Council of Ulthwe Apocalypse datasheet