Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- 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.
- 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.
- Avatar:
- 195 base
- 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 strke, 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: 100 pts base
- 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: 70 points base
- 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: 70 pts
- 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: 35 pts
- 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 detatchmend. 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)
- asurmen: 220 pts
- ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
- 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. holy cow o.o
- 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: 230 points
- 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: 200 pts
- 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
- relicts:
- 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: 220 pts
- 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: 195
- 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 shinging 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: 205
- 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
- ELITES
- 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: also 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 fucks with a seer in it a 2+ armor save.. just saying... but psychic powers come later )
- 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
- harlequins: 5 for 90 pts (elite)
- 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
- fire dragons: 110 points for 5
- ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 3+
- exarch got +1 ws, bs, i and a.
- old nemesis, battle trance, fleet.
- heavy aspect armor, fusion gun, meltabombs.
- may take up to 5 additiional firedragons
- one may be upgraded to be a exarch.
- the exarch may replace his fusion gun for a dragonfire flamer or firepike
- the exarch may select up to 2 powers:
- iron resolve
- fire hail
- crushing blow.
- may take a serpent as dedicated transport
- swooping hawks: (fast attack) 80 points for 5
- 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, impuls 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
- TROOPS
- Dire Avengers (still troops) 65 points
- 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
- Guardians
- 10 for 90 points
- 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: 90 points for 10 also troops
- 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
- windrider jetbike squadron: troops 51 points for 3
- 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
- FAST ATTACK
- spears of khaine: (fast attack) 75 points for 3
- 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: 95 points for 5
- 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: 160 points for 1
- its a 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 his both laserlances for starcannons
- he may take both powers:
- night vision
- sniper vision
- 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
- 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.
- HEAVY SUPPORT
- war walkers: heavy support: 60 pts for one
- 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
- so scout now... phew...
- support weapon platform battery: 30 points for 1 with 2 guardians
- guadian: 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 prolly wrong translation here) infrasound cannon
- or a warpcannon
- Dark Reapers: 3 man 90 pts
- 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
- fire prism: 125 for it
- 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: 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
- wraithlord 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
- wraithknight 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
- DEDICATED TRANSPORT
- 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
- 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
- wargear:
- eldar rocketlauncher:
- plasma rocket: 48" s 4 ap 4 heavy 1 small blast, pinning
- anti air rocket : 48" s 7 ap 4 heavy 1 skyfire
- starstrike rocket: 48" s 8 ap 3 heavy 1, pinning
- fusion pistol : 6" s 8 ap 1 melta, pistol
- fusionbeam: 12" s 8 ap 1 melta, assault 1
- firepike : 18" s 8 ap 1 melta, assault 1
- haywire lance: shooting: 6" s 6 ap 3 assault 1 lance
- in close combat : s +3 ap 3 assault, impact, lance
- impact: in the phases the user didnt assault with this weapon the weapon counts as a normal close combat weapon instead.
- infrasound cannon : 48" s 7 ap 4 heavy 1 infrasound, pinning
- 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.)
- reaper misslelauncher: starstrike rocket: 47" s 8 ap 3 heavy 1 pinning
- starswarm rocket: 48" s 5 ap 3 heavy 2
- laserblaster: 24" s3 ap 5 assault 3
- sunbeamer: 24" s 3 ap 3 assault 3, blinding
- falcon claw: 24" s 5 ap 5 asssault 3
- haywire laser: 36" s 6 ap 6 heavy 4, lasertargeting
- pulsar: 48" s 8 ap 2 heavy 2
- laser lance 36" s 8 ap 2 heavy 1 lance
- 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
- mono-blaster : 18" s 6 ap 1 rapid fire, monofilament, pinning
- mono- catapult : 12" s 6 ap - assault 2 monofilament
- mono- weaver: 48" s 6 ap 6, heavy 1 small blast, monofilament, barrage.
- mono-cannon:
- scattered: 48" s 7 ap 6 heavy 1 larg blast, monofilament, pinning, barrage
- concentrated: flame s 7 ap 6 heavy 1 monofilament, torrent.
- 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
- units with mixed initiative use the highest initiative.
- orkan rocketlauncher:
- 36" s 4 ap 3 heavy 2 small blast, barrage.
- fire prism:
- scattered: 60" s 5 ap 3 heavy 1 large blast
- concentrated: 60" s 7 ap 2 heavy 1 small blast
- lance mode : 60" s 9 ap 1 heavy 1 lance
- ranger rifle: 36" sx ap 6 heavy 1 sniper
- shuriken pistol : 12" s 4 ap 5 pistol, shurikenstorm
- shuriken catalpult : 12" s 4 ap 5 assault 2 shurikenstorm
- huntinc catapult : 18" s 4 ap 5 assault 2 shurikenstorm
- shurken cannon : 24" s 6 ap 5 assault 3 shurikenstorm
- screamer cannon : 24" s 6 ap 5 assault 3 pinning, shurikenstorm
- shurikenstorm : to wound rolls of 6 count as automatically wounded with ap 2
- scorpion saber (the exchangeable weapon for pistol and sword):
- shooting: 12" s 4 ap 5 assault 2, shurikenstorm
- melee: s+1 ap 5 melee, rending.
- scorpion scissiors:
- shooting: 12" s 4 ap 5 assault 2 shurikenstorm
- melee: sx2 ap 2 melee (not unwieldly)
- starcannon : 36" s 6 ap 2 heavy 2
- suncannon: 48" s 6 ap 2 heavy 3 small blasts
- star lance:
- shooting: 6" s 8 ap 2 assault 1 lance
- melee: s 8 ap 2 melee, impact, lance
- impact: in the phases the user didnt assault with this weapon the weapon counts as a normal close combat weapon instead.
- triskele:
- shooting: 12" s 3 ap 3 assault 3
- melee: s user ap 3 melee
- warpscythe: flamer s 4 ap 2 assault 1 warprift
- heavy warpscythe: 18" s 4 ap 2 assault 1 small blast, warprift
- phantom beamer: 12" s 10 ap 2 assault 1 warprift
- warpcannon: 24" s 10 ap 2 heavy 1 small blast warprift
- heavy phantombeamer( or wraithbeamer) 36" s 10 ap 2 assault 1 warprift
- 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.
- asuryans sword: s user ap 2 melee, soulcut:
- for each unsaved wound caused by it the model has to pass a ld test or gets removed from play.
- energy blades: 2 weapons: s user ap 3 melee
- ghost axe: s +2 ap 2 melee, unwieldly
- ghost glaive: s +1 ap 2 melee, master crafted
- ghost sword: s +1 ap 3 melee
- harlequin whip : s user ap - melee, rending
- ripping blade: s +2 ap 4 melee, two handed
- runespear:
- shooting: 12" s 9 ap - assault 1 fleshbane
- melee: s user ap - melee, lifebane, armourbane
- scorpion sword: s +1 ap 6, melee
- mirror blades: 2 weapons: s user ap 3 melee, mastercrafted
- deathblade: s
- s +2 ap 2 melee, two handed
- seer staff: s user ap - melee, lifebane, armourbane, soulblaze
- relics:
- broken piece of anaris:
- s +2 ap - melee, rending, vauls work
- 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
- faolchus wing:
- 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....)
- fireblade:
- s+1 ap 3 melee, soulblaze, conflagration
- 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.
- hunting rifle of uldanoreth
- 120" s x ap 3 heavy 1 sniper.
- mantle of the laughing god:
- the user loses the independent character special rule but gains stealth, shrouded, hit & run and can reroll failed cover saves
- phoenix jewel:
- 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.
- soulstone of anath'lan
- 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)
- PSYCIC POWERS
- runes of battle: each power has 2 effects. one for you and one for the enemy
- primary:
- either : blessing: the psyker and his unit have the shrouded special rule
- or : a enemy unit within 18" loses the shrouded special rule
- 1.
- either : witchfire: flamer s 5 ap 4 assault 1 soulblaze
- or: blessing: heals a lost wound on a model in a unit within 18", cannot restore dead models.
- 2.
- either: blessing: the psyker and his unit have the fearless special rule
- or: malediction: a enemy unit within 18" reduces its LD by -3
- 3.
- either: blessing: the psyker and his unit have +1 ws and I
- or : malediction: a enemy unit within 18" have -1 ws and I
- 4.
- either: blessing: the psyker and his unit increase their armorsave by 1 (yes. 2+ armor for wraithguard/blades!!)
- or: a enemy unit within 18" reduces its armorsave by 1 (terminators get powerarmor, lol)
- 5.
- either: blessing: the psyker and his unit run additional 3"
- or: malediction: a enemy unit within 18" cannot run
- 6.
- either: blessing: the psyker and his unit have +1 S
- or: malediction: a enemy unit within 18" has -1 S
- Runes of Fate:
- primary:
- blessing: friendly unit within 24" may reroll failed to hit rolls
- 1.
- focused witchfire: 24" a enemy model suffers 3 hits with the strength of the runeprophet and the special rule lifebane.
- 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.
- 2.
- 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
- 3.
- witchfire: 24" s 3 ap - assault 1 larg blast, haywire, lifebane, pinning
- 4.
- 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.
- as long as the runeprophet has at least one token his stats get increased by:
- WS, BS, I +5 and attacks +2. he also gains the rampage and fearless special rules.
- if the runeprophet loses the last marker or the game ends he is removed as a casuality.
- (this isnt even my final form!)
- 5.
- blessing: a friendly unit within 24" may reroll all failed saves
- 6.
- focused witchfire: 24"
- the runeprophet and the target both roll a d6 and add their ld.
- if the target result is higher, the runeprophets WS and BS gets reduced to 1.
- if the result is equal the target model reduces its WS and BS to 1.
- 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.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement