Here they are, from a friendly source in Germany who has the codex and to whom we are eternally grateful!

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 enemyies 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 morale 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.

Avatar

WS 10 BS 10, S 6 W 6 W 5 I 10 A 5 LD 10 AS 3+

old nemesis, daemon, fearless, battletrance, khaines presence, fleet, glowing body.

Relic : screaming blade can be used as shooting weapon.

12" S 8 ap 1 assault 1 melta or in close combat, S user ap 1. melta

May take 2 of the following (I wont post points)

Night vision, Fire Hail, Monsterhunter, Crushing Strike, Sniper, Vision, Disarm.

Glowing body: pyromancy, flaming weapons and all attacks with the special rule melta and or soulfire have no effect on the avatar.

Runeprophet

ws 5 BS 5 S 3 T 3 W 3 I 5 A 1 ld 10 AS-

Old nemesis, Battletrance, Psyker level 3, fleet,

Independent Character.

Gear: Rune Armor, Shuriken pistol, Hagun Zar, Ghosthelm.

May take a Runespeer instead of Hagun Zar.
May take Runes of Protection, Runes of clarity, Eldar Jetbike
May take items of the relics of old glory (coming to that later)

Runes of Protection : only useable once, before rolling for deny the witch you can decide to use the runes to boost your deny the witch by +2

Runes of Clarity : one use, if the psyker fails a psychic test

he may reroll the test (can also do it if he has perils)

Rune armor : 4+ invul

Autarch

ws 6 bs 6 s 3 t 3 w 3 i 6 a 3 ld 10 as 3+

old nemesis, battletrance, path of strategy, fleet, independent character.  heavy aspect armor, shuriken pistol, impuls mines, plasma grenades, power shield.

Path of Strategy: for each autarch in your army you may modify your reserve rolls by +1 or -1

may take one of the following:
eldar jetbike,
falcon wings
warpjumpgenerator

one of the following:
banshee mask
mandiblaster

up to 2 of the following:
scorpion sword
huntercatapult
laserblaster
fusion gun
haywire lance (only on jetbike)
mono-catapult
powerweapon
khaindar rocketlauncher with starswarm rockets
may take items of the old relics

Wraithseer

ws 5 bs 5 s 3 t 3 w 2 i 5 a 1 ld 9 as -

old nemesis, ghost marks, battletrance, psyker level 2, fleet, independent character.  rune armor, shuriken pistol seer stave.

Wraith Mark : select a enemy unit at any point in the game within 24" of the wraithseer. all wraith units attacking or shooting that target reroll missed rolls of 1s on to hit rolls

voice of the dead : if you select a wraithseer as HQ.

wraithguard and wraithblades are troops instead of elite

He can roll on runes of battle and telepathy. no further upgrades for him

Runeprophet is runes of fate, divination and telepathy btw.

Seer Council

ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as -

old nemesis, battletrance, psyker level 1, fleet.
rune armor, shuriken pistol, hagun zar.

psychic powers: runes of battle only.

options: up to additional 9 seer's
each model may take a runespear instead of hagun zar.
each model may take a jetbike

You may have one seer council for each primary detatchments. They may be in a unit and can be split up like wolf guard. Each runeseer you cannot attach sticks to his unit (max 1 per attached unit) guardians, storm guardians, windrider jetbike squadron, support weapon platform battery.

Asuryans Avengers (still troops) 

ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+
exarch +1 ws, bs, i, a and 3+ as

old nemesis, counter attack, battle trance, fleet. aspect armor, (heavy for exarch), hunt catapult. plasma grenades.

options: up to 5 additional avengers, 1 may be a exarch
The exarch may take instead of his hunting catapult:
twin linked hunting catapult
powerweapon and shuriken pistol
asuryans sword and shuriken pistol
powerweapon and flickershield

The exarch may take up to 2 powers:
disarm
shield of grace
battleluck
the unit may get a serpent as dedicated transport

Swooping Hawks (fast attack)

ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+

Exarch got +1 ws, bs, i, a and 3+ as

Old nemesis, uprise, messenger of victory, battle trance, fleet. aspect armor (heavy for exarch) laserblaster, impulse mines, plasma grenades. falcon grenade launcher, falcon wings.

Messenger of Victory: a unit completly containing models with this special rule do not scatter while deepstriking.

Uprise: a unit completly containing models with this special rule can "uprise". Remove the unit and put it in active reserve. May not be used in the same turn they appeared.

May take : up to 5 additional hawks
one may be a exarch
the exarch may exchange his laserblaster for a
falcon claw or a sunbeamer
the exarch may get a power weapon
the exarch may take 2 powers:
night vision
sniper vision
hit & run


Black Khaindar 3 man (heavy support)

ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 3+
exarch got +1 ws, bs, i, a

old nemesis, slow and purposeful, heavy aspect armor, khaindar rockelauncher with starswarm rockets and khaindar targeting array.

may take up to 7 additional khaindar
one may be a exarch
he may exchance his weapon for a shuriken cannon, eldar rocketlauncher with plasma and starstrike rockets,

may take additional anti air rockets
or the orkan rocket launcher
if the exarch got a khaindar rocketlauncher he may get additional starstrike rockets.

He may take up to 2 powers:
night vision
sniper vision
fire hail
may take a serpent as dedicated transport

Old nemesis is hatred slaanesh (daemon and mark of) as well as a -1 on the ld when doing fear tests against slaanesh units.

power weapon = power weapon, you can decide what model. its a power weapon in the book.


Spears of Khaine (fast attack)

ws 4 bs 4 s 3 t 4 w 1 i 5 a 1 ld 9 as 4+
exarch got +1 ws, bs, i, a and 3+ as

old nemesis, outflank, skilled rider, battle trance, heavy aspect armor, haywire lance. eldar jetbike

may take up to 6 additional ones
one may be a exarch
the exarch may exchange his haywire lance for a

powerweapon or starlance
the exarch may take up to 2 powers
monsterhunter
disarm
hit & run

Warpspiders (fast attack)

ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+
exarch got +1 ws, bs, i, a and 3+ as

they are infantry with jet pack, old nemesis, battle trance, fleet, hit & run, heavy aspect armor, monothrower (may spelled wrong, sorry) warpjump generator.

may take up to 5 additional spiders
one may be a exarch
he may exchange his monothrower for a twin linked one or

mono - blaster
he may get a pair of power blades
he may take up to 2 powers:
sniper vision
fire hail
assassin

Crimson Hunters (fast attack)

Flyer, bs 4 f 10 s 10 r 10 with 3 HP
The Exarch got +1 bs

skyhunter, perfect shot, vector dancer

2 laserlances, 1 pulsar.

Its only 1 flyer always. He may be upgraded to be a exarch. He can exchance both laserlances for starcannons.  He may take both powers:
night vision
sniper vision

Guardians (troops) 

ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
plattform : ws - bs - s - t 5 w 1 i - a - ld - as 3+
old nemesis, battle trance, fleet.

Aramid armor, Shuriken catapult, plasma grenades

may take up to 10 additional guardians
for each 10 in the unit one can get a weapon platform:
shuriken cannon
haywire laser
laserlance
starcannon
eldar rocketlauncher with plasma and starstrike rockets

may take a serpent as Dedicated transport

Storm Guardians

ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+

old nemesis, battletrance, fleet, aramid armor, shuriken pistol, chainsword, plasma grenades.

may take up to 10 additional
up to 2 may exchange chainsword + pistol for
flamer, fusionbeamer

up to 2 (additional to the above) may exchange their chainsword for powerswords

may take a serpent as transport

War Walkers (heavy support)

ws 4 bs 4 s 5 f 10 s 10 r 10 i 5 a 2 hp 2

old nemesis, battletrance, scout, fleet

2 shuriken cannons
forcefield

may take up to 2 additional ones.  Each shuriken cannon may be exchanged for the following:
laserlance
haywire laser
starcannon
eldar rocketlauncher with plasma and starstrike rockets.

May also buy additional anti air rockets.
May take vehicle upgrades
they got the 5+ invul. base. They are open topped however.

Windrider Jetbike Squadron (troops)

ws 4 bs 4 s 3 t 4 w 1 i 5 a 1 ld 8 as 3+

Old Nemesis, Battle Trance,  Aramid Armor, Eldar Jetbike

May take up to 7 additional ones for each 3 in the unit one may exchange the twin linked shuriken catapult on the bikefor a shurken cannon

Support Weapon Platform Battery 30 points for 1 with 2 guardians

Guardian: ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
Platform got nothing except T 7 W 2 and a 3+ as

special rules (only guardians) old nemesis, battle trance, fleet.

Guardians : aramid armor, shuriken catapult, plasma grenades

Platform : mono- weaver

May take up 2 to additional platforms including guardians

May exchange the mono- weaver for a (sorry probably wrong translation here) infrasound cannon or a warpcannon

Vyper Squadrons (fast attack) 1 for 50 points

bs 4 f 10 s 10 r 10 2 hp

shuriken cannon, twin linked shuriken catapult

may take 2 additional vypers.

each vyper may echange the shuriken cannon for:
starcannon
laserlance
haywire laser
eldar rocketlauncher with plasma and starstrike rockets
every vyper may exchange the twin linked shuriken catapult for a shuriken cannon
may take vehicle upgrades

Fire Prism 125 pts

bs 4 f 12 s 12 r 10 3 hp

Fire Prism, twin linked shurikencatapult

may exchange the shuriken catapult for a shuriken cannon
may take vehicle upgrades

Falcon (heavy support as fire prism) 125 points

bs 4 f 12 s 12 r 10 3 hp

pulsar, shuriken cannon, twin linked shuriken catapult.

transport capacity : 6

may exchange the shuriken cannon for :
starcannon
laserlance
haywire laser
eldar rocket launcher with plasma and starstrike rockets
may exchange the twin linked shuriken catapult for a shuriken cannon
may take vehicle equipment

Shadowweaver (that wd one) 115 pts

bs 4 f 12 s 12 r 10 3 hp

mono- cannon
twin linked shuriken catapult may exchange the twin linked catapult for shuriken cannon
may take vehicle upgrades

Serpent 115 points (dedicated transport)

bs 4 f 12 s 12 r 10 3 hp

twin linked shuriken cannon, twin linked shuriken catapult, serpent shield. capacity : 12

May exchange the TL shuriken cannon for:
twin linked laserlance
twin linked starcannon
twin linked haywire laser
twin linked eldar rocketlauncher with plasma and starstrike

rockets.
may exchange the TL shuriken catapult for a non twin linked shriken cannon

may take vehicle upgrades

Harlequins (elite) 5 for 90 pts

harlequin: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as -
deathjoker: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as -
fateseer: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as -
mastermime: ws 5 bs 4 s 3 t 3 w 1 i 6 a 3 ld 9 as -

furious charge, fleet, hit & run, shuriken pistol, cc weapon, harlequin belt, holocoat.

may take additional 5 harlequins.  
one may be a deathjoker exchanging the cc weapon and pistol for a screamer cannon
one may be a mastermime exchanging the cc weapon for a harlequin whip. may exchange the whip for a powersword
one may be a fateseer becoming psyker lv 1 and granting him hallucination grenades.
each harlequin may exchange the CCW for a whip.
up to 2 may exchange the pistol for a fusionpistol

The fateseer is psyker level 1 and got only 1 power:
veil of teirs: blessing. every enemy shooting on the fateseer and his unit has to roll 2d6 x 2 to see if they are within range. if they are not they cannot decide to shoot on a different target

Rangers (troops) 60 points for 5
ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+

old nemesis, move through cover, infiltrate, battle trance, stealth, fleet. aramid armor, ranger sniperrifle, shuriken pistol. 

May take up to 5 additional rangers

Wraithlord (heavy support) 120 pts

ws 4 bs 4 s 8 t 8 w 3 i 4 a 3 ld 10 as 3+

old nemesis, fearless, 2 shuriken catapults

each shuriken catapult may be exchanged for flamers.

may take a ghostglaive.
may take up to 2 of the following:
shurikencannon
laserlance
haywire laser
starcannon
eldar rocketlauncher with plasma and starstrike rockets

Wraithguard 160 for 5

ws 4 bs 4 s 5 t 6 w 1 i 5 a 1 ld 10 as 3+

old nemesis, fearless, bulky, phantombeamer (sp)
up to 5 additional ones
the whole unit may exchange the beamers for warpscythes
the unit may take a serpent

Wraithblades  (elite) 160 base for 5

ws 4 bs 4 s 5 t 6 w 1 i 5 a 1 ld 10 as 3+

old nemesis, fearless, bulky

2 ghostblades
may take up to 5 additional
the unit may exchange the ghost blades for ghost axe and forceshield
may take a serpent

(you can give those with a seer in it a 2+ armor save.. just saying... but psychic powers come later )

Wraithknight  heavy support 240  points

ws 4 bs 4 s 10 t 8 w 6 i 5 a 4 ld 10 as 3+
monstrous creature with jumppack, old nemesis, fearless

2 heavy phantombeamer

may exchange both beamer for:
ghostglaive and scattershield
suncannon and scattershield

may take up to 2 of the following (in any combination):
shuriken cannon
haywire laser
starcannon

Sumach Wraithhunter  (fast attack) : 185 pts

bs 4 f 10 s 10 r 10 3 hp

psyker level 1, psyker crew, vector dancer

he always comes with the terrify psychic power (telepathy)

no roll allowed

2 heavy warpscythes, ghostbreaker, soulstones.

striking scorpions: elite : 85 points for 5
ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 3+ as
exarch : +1 ws, bs, i and a
old nemesis, move through cover infiltrate, battle trance, stealth, fleet, heavy aspect armor, shuriken pistol, plasma grenades, scorpion sword, mandiblasters

may take up to 5 additional
one may be a exarch
may replace the pistol for scorpion scissors
may replace the sword for ripping blade
may replace the pistol and the sword for a

scorpionscimiat (sp)
may take 2 powers:
monster hunter
assassin
crushing blow

may take a serpent

Banshees (elite) 75 points for 5

ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 4+ as
exarch +1 ws, bs, i a and 3+ as
acrobatic, old nemesis, battle trance, fleet aspect armor, heavy aspect armor (exarch), shuriken pistol, power sword, banshee mask

may take up to 5 additional ones

one may be a exarch
may exchange the powersword for:
triskele or deathblade
the exarch may exchange the pistol and power sword for

2 mirror blades
she may take up to 2 powers:
fear
disarm
shield of grace

may take a serpent

Asurmen  220 pts

old nemesis, eternal warrior, fearless, counter attack, hand of asuryan, battle trance, fleet, independent character

exarch powers:
battle luck and shield of grace

phoenix armor, twin linked hunting catapult

Hand of Asuryan: if you play him he always has to be the warlord... he rolls d3 times on the warlord chart. rerolling doubles.

Relic: sword of asur: s +1 ap 2 master crafted, soulcut (for each failed save by this blade the enemy has to make a ld test. if he fails, instant death)

Karandras

ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+

old nemesis, move through cover, eternal warrior, fearless, infiltrate, battle trance, night vision, fleet, shrouded (o.o) independent character, phoenix armor, scorpion sword, scorpion scissors, plasma grenades.

Exarch powers: assassin, monster hunter

Warlord trait: the 1st one. always

His relic, sting of the scorpion: in cc at iniatiative step 10, he causes a single automatic hit at strength 6 on a enemy in base contact. if he is within a challenge the hit has to go to the challenger. nothing else.

Jain Zar

ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+

acrobatic (counter attack for exarch and unit) old nemesis, eternal warrior, fearless, battle trance, fleet, independent character. Phoenix Armor.

Exarch Powers: fear, disarm

Relics:
silent death:
shooting 12" s user ap 2 assault 4
close combat: s user ap 2 melee.

Blade of Destruction:
s user ap 2 melee, rending

Mask of Jain Zar: If Jain Zar assaults the WS and initiative of every enemy in the close combat is reduced by 5 (minimum 1) always comes with the 3rd warlord trait


Fuegan

ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+

old nemesis, eternal warrior, fearless, battle trance, fleet, independent character, unbreakable resolve, feel no pain. phoenix armor, fire pike, melta bombs

Exarch powers: fire hail, crushing blow

Relic axe of fire: s user ap 1 melee, armourbane

Unbreakable resolve: on the end of each phase in which Fuegan lost a wound his S and his A increase by 1 for each lost wound. last until the end of the game.

Always comes with the 5th warlord power.

Maugan Ra

ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+

old nemesis, eternal warrior, fearless, hatred (chaos daemons) battle trance, fleet, independent character, relentless, phoenix armor

exarch powers: night vision, fire hail, sniper vision

Relic : maugetar: 36" s 6 ap 5 assault 4 rending, pinning
in close combat : s +2 ap 3 melee always has the 5th warlord trait

Baharroth

ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+

old nemesis, uprise, messenger of victory, eternal warrior, fearless, battle trance, fleet, night vision, shining sun, independent character, phoenix armor, falcon claws, haywire mines, plasma grenades, falcon grenadelauncher, falcon wings.

Exarch Powers: battle luck, hit & run

Singing Sun: every enemy that is within 6" when baharroth deepstrikes count as having been hit by a weapon with the blind special rune.

Relic : shinging blade: s user ap 3 melee, blinding. always has the 3rd warlord trait

Eldrad

ws 5 bs 5 s 3 t 4 w 3 i 5 a 1 ld 10 as -

Old Nemesis, the Path Beyond, Battle Trance, psyker level 4, fleet, independent character.

Psychic powers : runes of fate, telepathy and divination, shurken pistol, hagun zar, ghost helm, runes of protection, runes of clarity.

Relics

Armor of the last runes: 3+ invul

Staff of Ulthamar: s user ap 3 melee, lifebane, force weapon, soubound

Soulbound: whenever eldrad passes a psychic tests he rolls a d6 on a 5+ he gains 1 warpcharge. 

Path Beyond: after both sides have deployed but before scouting moves are made you may redeploy d3+1 units. you cannot switch from on the table in reserve or from reserve on the board always comes with the 2nd warlord trait

Ilic 

If you play him you can make rangers to pathfinders for +13 pts per model. granting precision shots on 5+ and shrouded. (in addition to stealth) and no you dont need anything to play a seer council, they are just 1 unit per primary detatchment



So thanks to our source for basically EVERYTHING here!

Loken and Son of Dorn