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Eldar leak 6th

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May 28th, 2013
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  1. Much loving thanks to Raziel for compiling all this for us, you magnificent german bastard.
  2. Eldar 6th
  3.  
  4. eldar warlord traits:
  5. 1. one use only. in the own shooting or assault phase, the
  6.  
  7. warlord and all allies within 12" reroll failed to wound rolls
  8.  
  9. of 1.
  10. 2. one use only. in the enemys shooting phase. the
  11.  
  12. warlord and all allies within 12" gain the stealth usr.
  13. 3. the warlord and his unit add +1 to their run movement
  14.  
  15. (so d6 + 1)
  16. 4. the warlord rerolls failed saves of 1.
  17. 5. the warlord got the split fire usr
  18. 6. allied eldar units deepstriking within 6" around the
  19.  
  20. warlord dont scatter.
  21.  
  22. exarch abilites. some are USR some are codex specific:
  23.  
  24. fear, monsterhunter, night vision, feel no pain, hit & run.
  25.  
  26. sniper vision : the exarch has precision shots on a 5+
  27.  
  28. iron resolve: the exarch has +1 LD
  29.  
  30. disarm: in a challenge before striking blows, the exarch
  31.  
  32. player and the enemy both roll a d6. if the exarch player
  33.  
  34. rolls equal or higher than the enemy the enemys weapon
  35.  
  36. counts as a normal close combat weapon instead.
  37. if the WS of the exarch is higher than the enemy, you add
  38.  
  39. +1 to your D6 roll.
  40.  
  41. fire hail (may be spelled wrong i translate here): the
  42.  
  43. exarch may fire his weapon 1 more time than normal. has
  44.  
  45. no use on flamers.
  46.  
  47. assassin: in a challenge, the exarch and his enemy both
  48.  
  49. roll a D6. if equal or higher the exarch may reroll failed to
  50.  
  51. wound rolls. if the initiative of the exarch is higher than the
  52.  
  53. opponents, he adds +1 to his roll.
  54.  
  55. shield of grace: in a challenge, instead of attacking the
  56.  
  57. exarch has a 3+ invulnerable save.
  58.  
  59. battle luck : 4+ invul for the exarch
  60.  
  61. crushing blow : +1 S for the exarch.
  62.  
  63. whats interessting is : the avatar can get exarch powers.
  64.  
  65. so pretty fun
  66.  
  67. army special rules :
  68.  
  69. old nemesis : hatred (daemons of slaanesh and enemys
  70.  
  71. with the mark of slaanesh) also they have -1 on their LD
  72.  
  73. when doing fear tests against daemons of slaanesh and
  74.  
  75. enemys with the mark of slaanesh
  76.  
  77. battletrance: the unit may run and shoot or shoot and run.
  78.  
  79. you have to run& shoot or shoot& run with each unit
  80.  
  81. before you can move the next unit. models cannot run &
  82.  
  83. shoot or shoot & run with heavy weapons unless they got
  84.  
  85. the relentless special rule.
  86.  
  87. vehicle equipment:
  88.  
  89. mindbreaker: every enemy and friendly unit within 12" has
  90.  
  91. to reroll passed lmorale and pinning tests.
  92.  
  93. ghostpath matrix: the vehicle gets the move through cover
  94.  
  95. USR
  96.  
  97. holofield: the vehicle grants +1 on its cover save if it has
  98.  
  99. moved.
  100.  
  101. forcefield : 5+ invul
  102.  
  103. crystal targeting matrix: one use only. the vehicle (except
  104.  
  105. walkers) can fire a weapon at full BS even if it has moved
  106.  
  107. with cruising speed.
  108.  
  109. soulstones: the vehicle ignores crew shaken on 2+ and
  110.  
  111. crew stunned on 4+
  112.  
  113. serpent shield: as long as the shield is active, every
  114.  
  115. penetrating hit on the front and side armor of a vehicle is a
  116.  
  117. glance on a d6 roll of 2+
  118. the shield may be deactivated to grant a following
  119.  
  120. shooting attack :
  121. 60" s 7 ap - assault d6+1, ignores cover, pinning.
  122.  
  123. star engine: a vehicle that is no walker can move 24" with
  124.  
  125. cruising speed. a walker runs +3"
  126.  
  127. vector engine: as long as the vehicle isnt immobilized, the
  128.  
  129. vehicle can turn after shooting.
  130.  
  131. Avatar:
  132. 195 base
  133. WS 10 BS 10, S 6 W 6 W 5 I 10 A 5 LD 10 AS 3+
  134. old nemesis, daemon, fearless, battletrance, khaines
  135.  
  136. presence, fleet, glowing body.
  137.  
  138. relic : screaming blade can be used as shooting weapon.
  139.  
  140. 12" S 8 ap 1 assault 1 melta.
  141. or in close combat, S user ap 1. melta
  142.  
  143. may take 2 of the following (i wont post points)
  144. night vision, fire hail, monsterhunter, crushing strke, sniper
  145.  
  146. vision, disarm.
  147.  
  148. glowing body: pyromancy, flaming weapons and all
  149.  
  150. attacks with the special rule melta and or soulfire have no
  151.  
  152. effect on the avatar.
  153.  
  154. runeprophet: 100 pts base
  155. ws 5 BS 5 S 3 T 3 W 3 I 5 A 1 ld 10 AS-
  156.  
  157. old nemesis, battletrance, psyker level 3, fleet,
  158.  
  159. independent character.
  160.  
  161. gear: rune armor, shuriken pistol, hagun zar, ghosthelm.
  162.  
  163. may take a runespeer instead of hagun zar.
  164. may take runes of protection
  165. runes of clarity
  166. eldar jetbike
  167. may take items of the relics of old glory (coming to that
  168.  
  169. later)
  170.  
  171. runes of protection : only useable once, before rolling for
  172.  
  173. deny the witch you can decide to use the runes to boost
  174.  
  175. your deny the witch by +2
  176.  
  177. runes of clarity : one use, if the psyker fails a psychic test
  178.  
  179. he may reroll the test (can also do it if he has perils)
  180.  
  181. rune armor : 4+ invul
  182.  
  183. autarch: 70 points base
  184. ws 6 bs 6 s 3 t 3 w 3 i 6 a 3 ld 10 as 3+
  185.  
  186. old nemesis, battletrance, path of strategy, fleet,
  187.  
  188. independent character.
  189.  
  190. heavy aspect armor, shuriken pistol, impuls mines, plasma
  191.  
  192. grenades, power shield.
  193.  
  194. path of strategy: for each autarch in your army you may
  195.  
  196. modify your reserve rolls by +1 or -1
  197.  
  198. may take one of the following:
  199. eldar jetbike,
  200. falcon wings
  201. warpjumpgenerator
  202.  
  203. one of the following:
  204. banshee mask
  205. mandiblaster
  206.  
  207. up to 2 of the following:
  208. scorpion sword
  209. huntercatapult
  210. laserblaster
  211. fusion gun
  212. haywire lance (only on jetbike)
  213. mono-catapult
  214. powerweapon
  215. khaindar rocketlauncher with starswarm rockets
  216. may take items of the old relics
  217.  
  218. wraithseer: 70 pts
  219. ws 5 bs 5 s 3 t 3 w 2 i 5 a 1 ld 9 as -
  220.  
  221. old nemesis, ghost marks, battletrance, psyker level 2,
  222.  
  223. fleet, independent character.
  224.  
  225. rune armor, shuriken pistol seer stave.
  226.  
  227. wraith mark : select a enemy unit at any point in the game
  228.  
  229. within 24" of the wraithseer. all wraith units attacking or
  230.  
  231. shooting that target reroll missed rolls of 1s on to hit rolls
  232.  
  233. voice of the dead : if you select a wraithseer as HQ.
  234.  
  235. wraithguard and wraithblades are troops instead of elite
  236.  
  237. he can roll on runes of battle and telepathy. no further
  238.  
  239. upgrades for him
  240.  
  241. runeprophet is runes of fate, divination and telepathy btw.
  242.  
  243. seer council: 35 pts
  244. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as -
  245.  
  246. old nemesis, battletrance, psyker level 1, fleet.
  247. rune armor, shuriken pistol, hagun zar.
  248.  
  249. psychic powers: runes of battle only.
  250.  
  251. options: up to additional 9 seer's
  252. each model may take a runespear instead of hagun zar.
  253. each model may take a jetbike
  254.  
  255. you may have one seer council for each primary
  256.  
  257. detatchmend. they may be in a unit and can be split up like
  258.  
  259. wolf guard. each runeseer you cannot attach sticks to his
  260.  
  261. unit (max 1 per attached unit)
  262. guardians, storm guardians, windrider jetbike squadron,
  263.  
  264. support weapon platform batter.
  265.  
  266. asuryans avengers (still troops) 65 points
  267. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+
  268. exarch +1 ws, bs, i, a and 3+ as
  269.  
  270. old nemesis, counter attack, battle trance, fleet.
  271.  
  272. aspect armor, (heavy for exarch), hunt catapult. plasma
  273.  
  274. grenades.
  275.  
  276. options: up to 5 additional avengers
  277. 1 may be a exarch
  278. the exarch may take instead of his hunting catapult:
  279. twin linked hunting catapult
  280. powerweapon and shuriken pistol
  281. asuryans sword and shuriken pistol
  282. powerweapon and flickershield
  283. the exarch may take up to 2 powers:
  284. disarm
  285. shield of grace
  286. battleluck
  287. the unit may get a serpent as dedicated transport
  288.  
  289. swooping hawks: (fast attack) 80 points for 5
  290. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+
  291. exarch got +1 ws, bs, i, a and 3+ as
  292.  
  293. old nemesis, uprise, messenger of victory, battle trance,
  294.  
  295. fleet.
  296.  
  297. aspect armor (heavy for exarch) laserblaster, impuls
  298.  
  299. mines, plasma grenades. falcon grenade launcher, falcon
  300.  
  301. wings.
  302.  
  303. messenger of victory: a unit completly containing models
  304.  
  305. with this special rule do not scatter while deepstriking.
  306.  
  307. uprise: a unit completly containing models with this special
  308.  
  309. rule can "uprise". remove the unit and put it in active
  310.  
  311. reserve. may not be used in the same turn they appeared.
  312.  
  313. may take : up to 5 additional hawks
  314. one may be a exarch
  315. the exarch may exchange his laserblaster for a
  316. falcon claw or a sunbeamer
  317. the exarch may get a power weapon
  318. the exarch may take 2 powers:
  319. night vision
  320. sniper vision
  321. hit & run
  322.  
  323. heavy support : black khaindar: 3 man 90 pts
  324. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 3+
  325. exarch got +1 ws, bs, i, a
  326.  
  327. old nemesis, slow and purposeful
  328.  
  329. heavy aspect armor, khaindar rockelauncher with
  330.  
  331. starswarm rockets and khaindar targeting array.
  332.  
  333. may take up to 7 additional khaindar
  334. one may be a exarch
  335. he may exchance his weapon for a shuriken cannon
  336. eldar rocketlauncher with plasma and starstrike rockets,
  337.  
  338. may take additional anti air rockets
  339. or the orkan rocket launcher
  340. if the exarch got a khaindar rocketlauncher he may get
  341.  
  342. additional starstrike rockets.
  343. he may take up to 2 powers:
  344. night vision
  345. sniper vision
  346. fire hail
  347. may take a serpent as dedicated transport
  348.  
  349. and old nemesis is hatred slaanesh (daemon and mark of)
  350.  
  351. aswell as a -1 on the ld when doing fear tests against
  352.  
  353. slaanesh units.
  354.  
  355. power weapon = power weapon, you can decide what
  356.  
  357. model. its a power weapon in the book. nothing more
  358.  
  359. next up:
  360. spears of khaine: (fast attack) 75 points for 3
  361. ws 4 bs 4 s 3 t 4 w 1 i 5 a 1 ld 9 as 4+
  362. exarch got +1 ws, bs, i, a and 3+ as
  363.  
  364. old nemesis, outflank, skilled rider, battle trance
  365.  
  366. heavy aspect armor, haywire lance. eldar jetbike
  367.  
  368. may take up to 6 additional ones
  369. one may be a exarch
  370. the exarch may exchange his haywire lance for a
  371.  
  372. powerweapon or starlance
  373. the exarch may take up to 2 powers
  374. monsterhunter
  375. disarm
  376. hit & run
  377.  
  378. warpspiders: fast attack 95 points for 5
  379. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+
  380. exarch got +1 ws, bs, i, a and 3+ as
  381.  
  382. they are infantry with jet pack
  383.  
  384. old nemesis, battle trance, fleet, hit & run
  385.  
  386. heavy aspect armor, monothrower (may spelled wrong,
  387.  
  388. sorry) warpjump generator.
  389.  
  390. may take up to 5 additional spiders
  391. one may be a exarch
  392. he may exchange his monothrower for a twin linked one or
  393.  
  394. mono - blaster
  395. he may get a pair of power blades
  396. he may take up to 2 powers:
  397. sniper vision
  398. fire hail
  399. assassin
  400.  
  401. crimson hunters: fast attack 160 points for 1
  402. its a flyer
  403. bs 4 f 10 s 10 r 10 with 3 HP
  404. the exarch got +1 bs
  405.  
  406. skyhunter, perfect shot, vector dancer
  407.  
  408. 2 laserlances, 1 pulsar.
  409.  
  410. its only 1 flyer always, he may be upgraded to be a exarch
  411. he can exchance his both laserlances for starcannons
  412. he may take both powers:
  413. night vision
  414. sniper vision
  415.  
  416. guardians: troops: 10 for 90 points
  417. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
  418. plattform : ws - bs - s - t 5 w 1 i - a - ld - as 3+
  419. old nemesis, battle trance, fleet.
  420.  
  421. aramid armor, shuriken catapult
  422. plasma grenades
  423.  
  424. may take up to 10 additional guardians
  425. for each 10 in the unit one can get a weapon platform:
  426. shuriken cannon
  427. haywire laser
  428. laserlance
  429. starcannon
  430. eldar rocketlauncher with plasma and starstrike rockets
  431.  
  432. may take a serpent as Dedicated transport
  433.  
  434. storm guardians: 90 points for 10 also troops
  435. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
  436.  
  437. old nemesis, battletrance, fleet
  438.  
  439. aramid armor, shuriken pistol, chainsword, plasma
  440.  
  441. grenades.
  442.  
  443. may take up to 10 additional
  444. up to 2 may exchange chainsword + pistol for
  445. flamer, fusionbeamer
  446.  
  447. up to 2 (additional to the above) may exchange their
  448.  
  449. chainsword for powerswords
  450.  
  451. may take a serpent as transport
  452.  
  453. war walkers: heavy support: 60 pts for one
  454. ws 4 bs 4 s 5 f 10 s 10 r 10 i 5 a 2 hp 2
  455.  
  456. old nemesis, battletrance, scout, fleet
  457.  
  458. 2 shuriken cannons
  459. forcefield
  460.  
  461. may take up to 2 additional ones
  462. each shuriken cannon may be exchanged for the
  463.  
  464. following:
  465. laserlance
  466. haywire laser
  467. starcannon
  468. eldar rocketlauncher with plasma and starstrike rockets.
  469.  
  470. may also buy additional anti air rockets.
  471. may take vehicle upgrades
  472. they got the 5+ invul. base. yes. they are open topped
  473.  
  474. however (dont know if before just do it for you guys)
  475.  
  476. windrider jetbike squadron: troops 51 points for 3
  477. ws 4 bs 4 s 3 t 4 w 1 i 5 a 1 ld 8 as 3+
  478.  
  479. old nemesis, battle trance
  480.  
  481. aramid armor, eldar jetbike
  482.  
  483. may take up to 7 additional ones
  484. for each 3 in the unit one may exchange the twin linked
  485.  
  486. shuriken catapult on the bikefor a shurken cannon
  487.  
  488. support weapon platform battery: 30 points for 1 with 2
  489.  
  490. guardians
  491. guadian: ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
  492. platform got nothing except T 7 W 2 and a 3+ as
  493.  
  494. special rules (only guardians) old nemesis, battle trance,
  495.  
  496. fleet.
  497.  
  498. guardians : aramid armor, shuriken catapult, plasma
  499.  
  500. grenades
  501.  
  502. platform : mono- weaver
  503.  
  504. may take up 2 to additional platforms including guardians
  505.  
  506. may exchange the mono- weaver for a
  507. (sorry prolly wrong translation here) infrasound cannon
  508. or a warpcannon
  509.  
  510. vyper squadrons: fast attack 1 for 50 points
  511.  
  512. bs 4 f 10 s 10 r 10 2 hp
  513.  
  514. shuriken cannon, twin linked shuriken catapult
  515.  
  516. may take 2 additional vypers.
  517.  
  518. each vyper may echange the shuriken cannon for:
  519. starcannon
  520. laserlance
  521. haywire laser
  522. eldar rocketlauncher with plasma and starstrike rockets
  523. every vyper may exchange the twin linked shuriken
  524.  
  525. catapult for a shuriken cannon
  526. may take vehicle upgrades
  527.  
  528. fire prism: 125 for it
  529. bs 4 f 12 s 12 r 10 3 hp
  530.  
  531. fire prism, twin linked shurikencatapult
  532.  
  533. may exchange the shuriken catapult for a shuriken cannon
  534. may take vehicle upgrades
  535.  
  536. falcon: heavy support (as fire prism) 125 points
  537. bs 4 f 12 s 12 r 10 3 hp
  538.  
  539. pulsar, shuriken cannon, twin linked shuriken catapult.
  540.  
  541. transport capacity : 6
  542.  
  543. may exchange the shuriken cannon for :
  544. starcannon
  545. laserlance
  546. haywire laser
  547. eldar rocket launcher with plasma and starstrike rockets
  548. may exchange the twin linked shuriken catapult for a
  549.  
  550. shuriken cannon
  551. may take vehicle equipment
  552.  
  553. shadowweaver: (that wd one) 115 pts
  554. bs 4 f 12 s 12 r 10 3 hp
  555.  
  556. mono- cannon
  557. twin linked shuriken catapult
  558.  
  559. may exchange the twin linked catapult for shuriken cannon
  560. may take vehicle upgrades
  561.  
  562. serpent: 115 points (dedicated transport)
  563. bs 4 f 12 s 12 r 10 3 hp
  564.  
  565. twin linked shuriken cannon, twin linked shuriken catapult,
  566.  
  567. serpent shield
  568.  
  569. capacity : 12
  570.  
  571. may exchange the tl shuriken cannon for:
  572. twin linked laserlance
  573. twin linked starcannon
  574. twin linked haywire laser
  575. twin linked eldar rocketlauncher with plasma and starstrike
  576.  
  577. rockets.
  578. may exchange the tl shuriken catapult for a non twin linked
  579.  
  580. shriken cannon
  581.  
  582. may take vehicle upgrades
  583.  
  584. harlequins: 5 for 90 pts (elite)
  585. harlequin: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as -
  586. deathjoker: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as -
  587. fateseer: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as -
  588. mastermime: ws 5 bs 4 s 3 t 3 w 1 i 6 a 3 ld 9 as -
  589.  
  590. furious charge, fleet, hit & run
  591.  
  592. shuriken pistol, cc weapon, harlequin belt, holocoat.
  593.  
  594. may take additional 5 harlequins
  595. one may be a deathjoker exchanging the cc weapon and
  596.  
  597. pistol for a screamer cannon
  598. one may be a mastermime exchanging the cc weapon for
  599.  
  600. a harlequin whip. may exchange the whip for a
  601.  
  602. powersword
  603. one may be a fateseer becoming psyker lv 1 and granting
  604.  
  605. him hallucination grenades.
  606. each harlequin may exchange the CCW for a whip.
  607. up to 2 may exchange the pistol for a fusionpistol
  608.  
  609. the fateseer is psyker level 1 and got only 1 power:
  610. veil of teirs: blessing.
  611. every enemy shooting on the fateseer and his unit has to
  612.  
  613. roll 2d6 x 2 to see if they are within range. if they are not
  614.  
  615. they cannot decide to shoot on a different target
  616.  
  617. rangers: troops 60 points for 5
  618. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
  619.  
  620. old nemesis, move through cover, infiltrate, battle trance,
  621.  
  622. stealth, fleet.
  623.  
  624. aramid armor, ranger sniperrifle, shuriken pistol. may take
  625.  
  626. up to 5 additional rangers
  627.  
  628. wraithlord (heavy support 120 pts
  629. ws 4 bs 4 s 8 t 8 w 3 i 4 a 3 ld 10 as 3+
  630.  
  631. old nemesis, fearless
  632.  
  633. 2 shuriken catapults
  634.  
  635. each shuriken catapult may be exchanged for flamers.
  636.  
  637. may take a ghostglaive.
  638. may take up to 2 of the following:
  639. shurikencannon
  640. laserlance
  641. haywire laser
  642. starcannon
  643. eldar rocketlauncher with plasma and starstrike rockets
  644.  
  645. wraithguard: 160 for 5
  646. ws 4 bs 4 s 5 t 6 w 1 i 5 a 1 ld 10 as 3+
  647.  
  648. old nemesis, fearless, bulky
  649.  
  650. phantombeamer (sp)
  651. up to 5 additional ones
  652. the whole unit may exchange the beamers for
  653.  
  654. warpscythes
  655. the unit may take a serpent
  656.  
  657. wraithblades: also elite 160 base for 5
  658. ws 4 bs 4 s 5 t 6 w 1 i 5 a 1 ld 10 as 3+
  659.  
  660. old nemesis, fearless, bulky
  661.  
  662. 2 ghostblades
  663.  
  664. may take up to 5 additional
  665. the unit may exchange the ghost blades for ghost axe and
  666.  
  667. forceshield
  668.  
  669. may take a serpent
  670.  
  671. (you can give those fucks with a seer in it a 2+ armor
  672.  
  673. save.. just saying... but psychic powers come later )
  674.  
  675. wraithknight (you guys been waiting? ) heavy support 240
  676.  
  677. points
  678. ws 4 bs 4 s 10 t 8 w 6 i 5 a 4 ld 10 as 3+
  679. monstrous creature with jumppack
  680.  
  681. old nemesis, fearless
  682.  
  683. 2 heavy phantombeamer
  684.  
  685. may exchange both beamer for:
  686. ghostglaive and scattershield
  687. suncannon and scattershield
  688.  
  689. may take up to 2 of the following (in any combination):
  690. shuriken cannon
  691. haywire laser
  692. starcannon
  693.  
  694. sumach wraithhunter: fast attack : 185 pts
  695.  
  696. bs 4 f 10 s 10 r 10 3 hp
  697.  
  698. psyker level 1, psyker crew, vector dancer
  699.  
  700. he always comes with the terrify psychic power (telepathy)
  701.  
  702. no roll allowed
  703.  
  704. 2 heavy warpscythes, ghostbreaker, soulstones.
  705.  
  706. striking scorpions: elite : 85 points for 5
  707. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 3+ as
  708. exarch : +1 ws, bs, i and a
  709. old nemesis, move through cover infiltrate, battle trance,
  710.  
  711. stealth, fleet
  712.  
  713. heavy aspect armor, shuriken pistol, plasma grenades,
  714.  
  715. scorpion sword, mandiblasters
  716.  
  717. may take up to 5 additional
  718. one may be a exarch
  719. may replace the pistol for scorpion scissors
  720. may replace the sword for ripping blade
  721. may replace the pistol and the sword for a
  722.  
  723. scorpionscimiat (sp)
  724. may take 2 powers:
  725. monster hunter
  726. assassin
  727. crushing blow
  728.  
  729. may take a serpent
  730.  
  731. banshees: elite 75 points for 5
  732. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 4+ as
  733. exarch +1 ws, bs, i a and 3+ as
  734. acrobatic, old nemesis, battle trance, fleet
  735.  
  736. aspect armor, heavy aspect armor (exarch), shuriken
  737.  
  738. pistol, power sword, banshee mask
  739.  
  740. may take up to 5 additional ones
  741.  
  742. one may be a exarch
  743. may exchange the powersword for:
  744. triskele or deathblade
  745. the exarch may exchange the pistol and power sword for
  746.  
  747. 2 mirror blades
  748. she may take up to 2 powers:
  749. fear
  750. disarm
  751. shield of grace
  752.  
  753. may take a serpent
  754.  
  755. asurmen: 220 pts
  756.  
  757. old nemesis, eternal warrior, fearless, counter attack, hand
  758.  
  759. of asuryan, battle trance, fleet, independent character
  760.  
  761. exarch powers:
  762. battle luck and shield of grace
  763.  
  764. phoenix armor, twin linked hunting catapult
  765.  
  766. hand of asuryan: if you play him he always has to be the
  767.  
  768. warlord... he rolls d3 times on the warlord chart. rerolling
  769.  
  770. doubles. holy cow o.o
  771.  
  772. relic: sword of asur: s +1 ap 2 master crafted, soulcut (for
  773.  
  774. each failed save by this blade the enemy has to make a ld
  775.  
  776. test. if he fails, instant death)
  777.  
  778. karandras: 230 points
  779. ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
  780.  
  781. old nemesis, move through cover, eternal warrior,
  782.  
  783. fearless, infiltrate, battle trance, night vision, fleet,
  784.  
  785. shrouded (o.o) independent character
  786.  
  787. phoenix armor, scorpion sword, scorpion scissors,
  788.  
  789. plasma grenades.
  790.  
  791. exarch powers: assassin, monster hunter
  792.  
  793. warlord trait: the 1st one. always
  794.  
  795. his relic, sting of the scorpion: in cc at iniatiative step 10
  796.  
  797. he causes a single automatic hit at strength 6 on a enemy
  798.  
  799. in base contact. if he is within a challenge the hit has to go
  800.  
  801. to the challenger. nothing else.
  802.  
  803. jain zar: 200 pts
  804. ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
  805.  
  806. acrobatic (counter attack for exarch and unit) old nemesis,
  807.  
  808. eternal warrior, fearless, battle trance, fleet, independent
  809.  
  810. character.
  811.  
  812. phoenix armor.
  813.  
  814. exarch powers: fear, disarm
  815.  
  816. relicts:
  817. silent death:
  818. shooting 12" s user ap 2 assault 4
  819. close combat: s user ap 2 melee.
  820.  
  821. blade of destruction:
  822. s user ap 2 melee, rending
  823.  
  824. mask of jain zar: if jain zar assaults the WS and initiative of
  825.  
  826. every enemy in the close combat is reduced by 5
  827.  
  828. (minimum 1)
  829.  
  830. always comes with the 3rd warlord trait
  831.  
  832.  
  833. fuegan: 220 pts
  834.  
  835. ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
  836.  
  837. old nemesis, eternal warrior, fearless, battle trance, fleet,
  838.  
  839. independent character, unbreakable resolve, feel no pain.
  840.  
  841. phoenix armor, fire pike, melta bombs
  842.  
  843. exarch powers: fire hail, crushing blow
  844.  
  845. relic axe of fire: s user ap 1 melee, armourbane
  846.  
  847. unbreakable resolve: on the end of each phase in which
  848.  
  849. fuegan lost a wound his S and his A increase by 1 for
  850.  
  851. each lost wound. last until the end of the game.
  852.  
  853. always comes with the 5th warlord power.
  854.  
  855. maugan ra
  856. ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
  857.  
  858. old nemesis, eternal warrior, fearless, hatred (chaos
  859.  
  860. daemons) battle trance, fleet, independent character,
  861.  
  862. relentless
  863.  
  864. phoenix armor
  865.  
  866. exarch powers: night vision, fire hail, sniper vision
  867.  
  868. relic : maugetar: 36" s 6 ap 5 assault 4 rending, pinning
  869. in close combat : s +2 ap 3 melee
  870.  
  871. always has the 5th warlord trait
  872.  
  873. baharroth: 195
  874.  
  875. ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
  876.  
  877. old nemesis, uprise, messenger of victory, eternal warrior,
  878.  
  879. fearless, battle trance, fleet, night vision, shining sun,
  880.  
  881. independent character
  882.  
  883. phoenix armor, falcon claws, haywire mines, plasma
  884.  
  885. grenades, falcon grenadelauncher, falcon wings.
  886.  
  887. exarch powers: battle luck, hit & run
  888.  
  889. shinging sun: every enemy that is within 6" when baharroth
  890.  
  891. deepstrikes count as having been hit by a weapon with the
  892.  
  893. blind special rune.
  894.  
  895. relic : shinging blade: s user ap 3 melee, blinding.
  896.  
  897. always has the 3rd warlord trait
  898.  
  899. eldrad: 205
  900. ws 5 bs 5 s 3 t 4 w 3 i 5 a 1 ld 10 as -
  901.  
  902. old nemesis, the path beyond, battle trance, psyker level
  903.  
  904. 4, fleet, independent character.
  905.  
  906. psychic powers : runes of fate, telepathy and divination
  907.  
  908. shurken pistol, hagun zar, ghost helm, runes of protection,
  909.  
  910. runes of clarity.
  911.  
  912. relics:
  913. armor of the last runes:
  914. 3+ invul
  915.  
  916. staff of ulthamar: s user ap 3 melee, lifebane, force
  917.  
  918. weapon, soubound
  919.  
  920. soulbound: whenever eldrad passes a psychic tests he
  921.  
  922. rolls a d6 on a 5+ he gains 1 warpcharge.
  923.  
  924. path beyond: after both sides have deployed but before
  925.  
  926. scouting moves are made you may redeploy d3+1 units.
  927.  
  928. you cannot switch from on the table in reserve or from
  929.  
  930. reserve on the board
  931.  
  932. always comes with the 2nd warlord trait
  933.  
  934. yriel: 140
  935. ws 6 bs 6 s 3 t 3 w 4 i 7 a 4 ld 10 as 3+
  936.  
  937. i will skip ilic however. i want one thing for you to see for
  938.  
  939. yourself
  940.  
  941. however if you play him you can make rangers to
  942.  
  943. pathfinders for +13 pts per model. granting precision
  944.  
  945. shots on 5+ and shrouded. (in addition to stealth)
  946.  
  947. and no you dont need anything to play a seer council, they
  948.  
  949. are just 1 unit per primary detatchment
  950.  
  951. wargear:
  952.  
  953. eldar rocketlauncher:
  954. plasma rocket: 48" s 4 ap 4 heavy 1 small blast, pinning
  955. anti air rocket : 48" s 7 ap 4 heavy 1 skyfire
  956. starstrike rocket: 48" s 8 ap 3 heavy 1, pinning
  957.  
  958. fusion pistol : 6" s 8 ap 1 melta, pistol
  959. fusionbeam: 12" s 8 ap 1 melta, assault 1
  960. firepike : 18" s 8 ap 1 melta, assault 1
  961.  
  962. haywire lance: shooting: 6" s 6 ap 3 assault 1 lance
  963. in close combat : s +3 ap 3 assault, impact, lance
  964.  
  965. impact: in the phases the user didnt assault with this weapon the weapon counts as a normal close combat weapon instead.
  966.  
  967. infrasound cannon : 48" s 7 ap 4 heavy 1 infrasound, pinning
  968.  
  969. infrasound: if a unit has been a target of one or more infrasound weapons. each following infrasound weapon increases its strength by 1 and ds by -1 (so second hit s 8 ap 3 etc.)
  970.  
  971. reaper misslelauncher: starstrike rocket: 47" s 8 ap 3 heavy 1 pinning
  972. starswarm rocket: 48" s 5 ap 3 heavy 2
  973.  
  974. laserblaster: 24" s3 ap 5 assault 3
  975. sunbeamer: 24" s 3 ap 3 assault 3, blinding
  976. falcon claw: 24" s 5 ap 5 asssault 3
  977. haywire laser: 36" s 6 ap 6 heavy 4, lasertargeting
  978. pulsar: 48" s 8 ap 2 heavy 2
  979. laser lance 36" s 8 ap 2 heavy 1 lance
  980.  
  981. laser targeting: if a unit/model fires a weapon with laser targeting in addition to other weapons you roll the to hit for the laser targeting weapon first. each following weapon of that unit/model count as twin linked
  982.  
  983.  
  984. mono-blaster : 18" s 6 ap 1 rapid fire, monofilament, pinning
  985. mono- catapult : 12" s 6 ap - assault 2 monofilament
  986. mono- weaver: 48" s 6 ap 6, heavy 1 small blast, monofilament, barrage.
  987. mono-cannon:
  988. scattered: 48" s 7 ap 6 heavy 1 larg blast, monofilament, pinning, barrage
  989. concentrated: flame s 7 ap 6 heavy 1 monofilament, torrent.
  990.  
  991. monofilmanet: if the targeted unit has initiative 3 or less (or nothing) the strength of the weapon counts as beeing one point higher. on a wound roll of 6 thiw weapon wounds automatically and counts as ap 1
  992. units with mixed initiative use the highest initiative.
  993.  
  994. orkan rocketlauncher:
  995. 36" s 4 ap 3 heavy 2 small blast, barrage.
  996.  
  997. fire prism:
  998. scattered: 60" s 5 ap 3 heavy 1 large blast
  999. concentrated: 60" s 7 ap 2 heavy 1 small blast
  1000. lance mode : 60" s 9 ap 1 heavy 1 lance
  1001.  
  1002. ranger rifle: 36" sx ap 6 heavy 1 sniper
  1003.  
  1004. shuriken pistol : 12" s 4 ap 5 pistol, shurikenstorm
  1005. shuriken catalpult : 12" s 4 ap 5 assault 2 shurikenstorm
  1006. huntinc catapult : 18" s 4 ap 5 assault 2 shurikenstorm
  1007. shurken cannon : 24" s 6 ap 5 assault 3 shurikenstorm
  1008. screamer cannon : 24" s 6 ap 5 assault 3 pinning, shurikenstorm
  1009.  
  1010. shurikenstorm : to wound rolls of 6 count as automatically wounded with ap 2
  1011.  
  1012. scorpion saber (the exchangeable weapon for pistol and sword):
  1013. shooting: 12" s 4 ap 5 assault 2, shurikenstorm
  1014. melee: s+1 ap 5 melee, rending.
  1015.  
  1016. scorpion scissiors:
  1017. shooting: 12" s 4 ap 5 assault 2 shurikenstorm
  1018. melee: sx2 ap 2 melee (not unwieldly)
  1019.  
  1020. starcannon : 36" s 6 ap 2 heavy 2
  1021. suncannon: 48" s 6 ap 2 heavy 3 small blasts
  1022.  
  1023. star lance:
  1024. shooting: 6" s 8 ap 2 assault 1 lance
  1025. melee: s 8 ap 2 melee, impact, lance
  1026.  
  1027. triskele:
  1028. shooting: 12" s 3 ap 3 assault 3
  1029. melee: s user ap 3 melee
  1030.  
  1031. warpscythe: flamer s 4 ap 2 assault 1 warprift
  1032. heavy warpscythe: 18" s 4 ap 2 assault 1 small blast, warprift
  1033. phantom beamer: 12" s 10 ap 2 assault 1 warprift
  1034. warpcannon: 24" s 10 ap 2 heavy 1 small blast warprift
  1035. heavy phantombeamer( or wraithbeamer) 36" s 10 ap 2 assault 1 warprift
  1036.  
  1037. warprift not vehicle units get automatically wounded on a to wound roll of 6 and also causes instant death. against vehicles every penetration roll of 6 is a penetrating hit.
  1038.  
  1039. asuryans sword: s user ap 2 melee, soulcut:
  1040.  
  1041. for each unsaved wound caused by it the model has to pass a ld test or gets removed from play.
  1042.  
  1043. energy blades: 2 weapons: s user ap 3 melee
  1044.  
  1045. ghost axe: s +2 ap 2 melee, unwieldly
  1046. ghost glaive: s +1 ap 2 melee, master crafted
  1047. ghost sword: s +1 ap 3 melee
  1048.  
  1049. harlequin whip : s user ap - melee, rending
  1050.  
  1051. ripping blade: s +2 ap 4 melee, two handed
  1052.  
  1053. runespear:
  1054. shooting: 12" s 9 ap - assault 1 fleshbane
  1055. melee: s user ap - melee, lifebane, armourbane
  1056.  
  1057. scorpion sword: s +1 ap 6, melee
  1058.  
  1059. mirror blades: 2 weapons: s user ap 3 melee, mastercrafted
  1060.  
  1061. deathblade: s
  1062. s +2 ap 2 melee, two handed
  1063.  
  1064. seer staff: s user ap - melee, lifebane, armourbane, soulblaze
  1065.  
  1066. Relics
  1067. relics:
  1068.  
  1069. broken piece of anaris:
  1070. s +2 ap - melee, rending, vauls work
  1071.  
  1072. vauls work : the user of the weapon has the fearless rule. in a challenge attacks made with this weapon have the fleshbane and instant death special rules
  1073.  
  1074. faolchus wing:
  1075.  
  1076. a model with faolchus wing may decide in its shooting phase to run 48", if it does so it may not shoot , attack or cast psychic powers, the model may reroll failed coversaves until the beginning of the next phase (why do i think about the flash here....)
  1077.  
  1078. fireblade:
  1079.  
  1080. s+1 ap 3 melee, soulblaze, conflagration
  1081.  
  1082. conflagration: if the soulblaze special rule of this blade causes a unsaved wound roll a d6 for every unith within 6" of that unit (friend and foe). if you roll a 6 the unit gets hit by soulblaze aswell.
  1083.  
  1084. hunting rifle of uldanoreth
  1085. 120" s x ap 3 heavy 1 sniper.
  1086.  
  1087. mantle of the laughing god:
  1088. the user loses the independent character special rule but gains stealth, shrouded, hit & run and can reroll failed cover saves
  1089.  
  1090. phoenix jewel:
  1091. only one use. before the user of the jewel gets taken off the board as casuality roll a d6. on 1 nothing happens, on a 2+ center the last blast template of the user. every unit hit by the template, friend andf oe suffer as many s4 ap 6 hits as they got models in the unit. if at least one unsaved wound was caused, the user does not get removed from the table but remains in play with 1 remaining wound.
  1092.  
  1093. soulstone of anath'lan
  1094.  
  1095. every time the user of the soulstone tryies to cast a psychic power he may decide to reduce the warpcharge cost of the psychic power by 1 (minimum 1). if he does so he cannot use his rune armor until the rest of his turn. (not bad actually. since you got the invul back at the enemy turn)
  1096.  
  1097. okay last thing: psychic powers:
  1098.  
  1099. runes of battle: each power has 2 effects. one for you and one for the enemy
  1100.  
  1101. primary:
  1102. either : blessing: the psyker and his unit have the shrouded special rule
  1103. or : a enemy unit within 18" loses the shrouded special rule
  1104.  
  1105. 1.
  1106. either : witchfire: flamer s 5 ap 4 assault 1 soulblaze
  1107. or: blessing: heals a lost wound on a model in a unit within 18", cannot restore dead models.
  1108.  
  1109. 2.
  1110. either: blessing: the psyker and his unit have the fearless special rule
  1111. or: malediction: a enemy unit within 18" reduces its LD by -3
  1112.  
  1113. 3.
  1114. either: blessing: the psyker and his unit have +1 ws and I
  1115. or : malediction: a enemy unit within 18" have -1 ws and I
  1116.  
  1117. 4.
  1118. either: blessing: the psyker and his unit increase their armorsave by 1 (yes. 2+ armor for wraithguard/blades!!)
  1119. or: a enemy unit within 18" reduces its armorsave by 1 (terminators get powerarmor, lol)
  1120.  
  1121. 5.
  1122. either: blessing: the psyker and his unit run additional 3"
  1123. or: malediction: a enemy unit within 18" cannot run
  1124.  
  1125. 6.
  1126. either: blessing: the psyker and his unit have +1 S
  1127. or: malediction: a enemy unit within 18" has -1 S
  1128.  
  1129. next up, runes of fate
  1130.  
  1131. primary:
  1132. blessing: friendly unit within 24" may reroll failed to hit rolls
  1133.  
  1134. 1.
  1135. focused witchfire: 24" a enemy model suffers 3 hits with the strength of the runeprophet and the special rule lifebane.
  1136. if a model gets killed by this targets another model with 2 hits. if one gets killed by that, the last one gets hit 1 time.
  1137.  
  1138. 2.
  1139. malediction: 24" range, if the target is a non vehicle unit all failed to wound rolls may be rerolled against the target. if the target is a vehicle every attack against it can reroll failed armor pen rolls
  1140.  
  1141. 3.
  1142. witchfire: 24" s 3 ap - assault 1 larg blast, haywire, lifebane, pinning
  1143.  
  1144. 4.
  1145. blessing: the runeprophet gains d3+2 token. at the ending of each phase the runeprophet has to roll a d6. on a 1-3 one token gets removed. on a 4+ nothing happens until the end of the next phase.
  1146. as long as the runeprophet has at least one token his stats get increased by:
  1147. WS, BS, I +5 and attacks +2. he also gains the rampage and fearless special rules.
  1148.  
  1149. if the runeprophet loses the last marker or the game ends he is removed as a casuality.
  1150. (this isnt even my final form!)
  1151.  
  1152. 5.
  1153. blessing: a friendly unit within 24" may reroll all failed saves
  1154.  
  1155. 6.
  1156. focused witchfire: 24"
  1157. the runeprophet and the target both roll a d6 and add their ld.
  1158.  
  1159. if the target result is higher, the runeprophets WS and BS gets reduced to 1.
  1160.  
  1161. if the result is equal the target model reduces its WS and BS to 1.
  1162.  
  1163. if the runeprophets result is higher the target suffers as many wounds as there was a difference in the result. in addition WS and BS gets reduced to 1. no armor or coversaves allowed.
  1164.  
  1165.  
  1166. thats it guys. im finished, my hands hurt
  1167.  
  1168. hope you guys are happy
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