The following rules describe how all of the specialized equipment used by Eldar works during a battle. These rules tend to be more detailed than those included in the Warhammer 40,000 rulebook, and they supersede them if they are different. Any items not listed here function exactly as described in the Warhammer 40,000 rulebook.
Eldritch Armour (Independent Characters): Eldritch armour is personal body armour is magically endowed armour created by the Great Smiths of ancient days. Eldritch Armour may only be purchased by Independent Characters. Eldritch armour gives a 3+ unmodified save. Only one suit of Eldritch Armour may be purchased per army. Eldritch armour does allow the use of "Fleet of Foot."
Mithrim Armour (Independent Characters): Mithrim armour is personal body armour that gives superior protection to the armour that is normally worn by Eldar troops. Mithrim Armour may only be purchased by Independent Characters. Mithrim armour gives a 3+ save. Mithrim armour does allow the use of "Fleet of Foot."
Ard Rhiad Banner: The Ard Rhiad banner combines the effect of a holy relic and a sacred standard (see their entries for details).
Force Weapon: Force weapons are potent psychic weapons that can only be used by a trained psyker such as a Draoi. They are treated as a power weapon, but can unleash a psychic attack that can kill an opponent outright. Roll to hit, to wound and to save as normal. Then, as long as at least one wound has been inflicted, make a Psychic test for the psyker against one opponent wounded by the weapon. The normal rules for using psychic powers apply, and you can not use another psychic ability in the same turn. If the test is passed then the opponent is slain outright, no matter how many wounds it has (but count the actual amount inflicted for determining which side won the assault).
Note that a force weapon has no special effect against targets that don't have wounds, eg Dreadnoughts, vehicles, etc. Also note that you only take one Psychic test no matter how many wounds were inflicted.
Holy Relic: A model bearing a holy relic may reveal it once per battle. This may be done at any time, as long as the model with the relic does not move during the same turn it is revealed. On the turn the relic is revealed all Eldar within 2D6" get a +1 Attack bonus for the rest of that turn. Note that the relic may be revealed in an opposing player's turn if you wish.
Jetbike: Jetbikes are fitted with twin-linked shuriken catapults and increase the rider's Toughness by +1 point. Eldar characters that have a Retinue or are part of a unit may only be given a bike if all of the models in the unit are also on bikes.
Wave Field: The Wave Field is a special reward given to Eldar characters. In game terms it gives the model a 4+ invulnerable save that may be used instead of the model's normal armour save. No more than one model per army may have an Wave Field.
Master-Crafted Weapons: A master-crafted weapon follows the normal rules for the weapon, except that you may re-roll one failed to hit roll per turn. Master-crafted weapons are taken as an upgrade for a weapon that is already being carried by a model and should be represented by a suitably ornate weapon on the model itself. Please note that you may not master-craft grenades!
The cost listed in the Wargear section is in addition to the cost of the weapon itself leg a master-crafted power weapon costs 15+15=30 pts). However, only the upgrade costs are taken against the 100 points limit on wargear for a model (so the master-crafted power weapon above would count as 15 points against the 100 points limit, not 30 points).
Psychic Hood: Psychic hoods allow an Eldar Draoi to nullify an opposing psychic's power. Declare that you'll use the Psychic hood after an opponent has successfully made a Psychic test, but before they have used the power. Each player then rolls a D6 and adds their model's Leadership value to the score. If the Draoi beats the opposing model's score then the psychic power is nullified and may not be used that turn. If the opposing model's score is equal or higher, it may use its psychic power as normal.
Sacred Standard: Add +1 to the Eldar combat resolution score of any assault that takes place within 6" of a sacred standard. However, if the model bearing the standard is slain in close combat, then the enemy model that slew him captures the standard and gets the bonus from then on. It is possible for a standard to change hands several times in a single battle, as long as the model holding the standard is slain in close combat each time.
The Blessing of Nuada: A character with the blessing of Nuada gains +1 attack.
The Blessing of Dianecht: A character with the blessing of Dianecht gains +1 Toughness)
The Blessing of Dagda: A character with the blessing of Dagda may reroll any single die roll once per game.