eldar warlord traits:
1. one use only. in the own shooting or assault phase, the warlord and all allies within 12" reroll failed to wound rolls of 1.
2. one use only. in the enemys shooting phase. the warlord and all allies within 12" gain the stealth usr.
3. the warlord and his unit add +1 to their run movement (so d6 + 1)
4. the warlord rerolls failed saves of 1.
5. the warlord got the split fire usr
6. allied eldar units deepstriking within 6" around the warlord dont scatter.
exarch abilites. some are USR some are codex specific:
fear, monsterhunter, night vision, feel no pain, hit & run.
sniper vision : the exarch has precision shots on a 5+
iron resolve: the exarch has +1 LD
disarm: in a challenge before striking blows, the exarch player and the enemy both roll a d6. if the exarch player rolls equal or higher than the enemy the enemys weapon counts as a normal close combat weapon instead.
if the WS of the exarch is higher than the enemy, you add +1 to your D6 roll.
fire hail (may be spelled wrong i translate here): the exarch may fire his weapon 1 more time than normal. has no use on flamers.
assassin: in a challenge, the exarch and his enemy both roll a D6. if equal or higher the exarch may reroll failed to wound rolls. if the initiative of the exarch is higher than the opponents, he adds +1 to his roll.
shield of grace: in a challenge, instead of attacking the exarch has a 3+ invulnerable save.
battle luck : 4+ invul for the exarch
crushing blow : +1 S for the exarch.
whats interessting is : the avatar can get exarch powers. so pretty fun
army special rules :
old nemesis : hatred (daemons of slaanesh and enemys with the mark of slaanesh) also they have -1 on their LD when doing fear tests against daemons of slaanesh and enemys with the mark of slaanesh
battletrance: the unit may run and shoot or shoot and run. you have to run& shoot or shoot& run with each unit before you can move the next unit. models cannot run & shoot or shoot & run with heavy weapons unless they got the relentless special rule.
vehicle equipment:
mindbreaker: every enemy and friendly unit within 12" has to reroll passed lmorale and pinning tests.
ghostpath matrix: the vehicle gets the move through cover USR
holofield: the vehicle grants +1 on its cover save if it has moved.
forcefield : 5+ invul
crystal targeting matrix: one use only. the vehicle (except walkers) can fire a weapon at full BS even if it has moved with cruising speed.
soulstones: the vehicle ignores crew shaken on 2+ and crew stunned on 4+
serpent shield: as long as the shield is active, every penetrating hit on the front and side armor of a vehicle is a glance on a d6 roll of 2+
the shield may be deactivated to grant a following shooting attack :
60" s 7 ap - assault d6+1, ignores cover, pinning.
star engine: a vehicle that is no walker can move 24" with cruising speed. a walker runs +3"
vector engine: as long as the vehicle isnt immobilized, the vehicle can turn after shooting.
Me gusta todo, si es que es cierto, pero tiene toda la pinta de que así es.