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  1.  
  2. eldar warlord traits:
  3. 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.
  4. 2. one use only. in the enemys shooting phase. the warlord and all allies within 12" gain the stealth usr.
  5. 3. the warlord and his unit add +1 to their run movement (so d6 + 1)
  6. 4. the warlord rerolls failed saves of 1.
  7. 5. the warlord got the split fire usr
  8. 6. allied eldar units deepstriking within 6" around the warlord dont scatter.
  9.  
  10. exarch abilites. some are USR some are codex specific:
  11.  
  12. fear, monsterhunter, night vision, feel no pain, hit & run.
  13.  
  14. sniper vision : the exarch has precision shots on a 5+
  15.  
  16. iron resolve: the exarch has +1 LD
  17.  
  18. 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.
  19. if the WS of the exarch is higher than the enemy, you add +1 to your D6 roll.
  20.  
  21. 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.
  22.  
  23. 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.
  24.  
  25. shield of grace: in a challenge, instead of attacking the exarch has a 3+ invulnerable save.
  26.  
  27. army special rules :
  28.  
  29. 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
  30.  
  31. 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.
  32.  
  33. vehicle equipment:
  34.  
  35. mindbreaker: every enemy and friendly unit within 12" has to reroll passed lmorale and pinning tests.
  36.  
  37. ghostpath matrix: the vehicle gets the move through cover USR
  38.  
  39. holofield: the vehicle grants +1 on its cover save if it has moved.
  40.  
  41. forcefield : 5+ invul
  42.  
  43. 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.
  44.  
  45. soulstones: the vehicle ignores crew shaken on 2+ and crew stunned on 4+
  46.  
  47. 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+
  48. the shield may be deactivated to grant a following shooting attack :
  49. 60" s 7 ap - assault d6+1, ignores cover, pinning.
  50.  
  51. star engine: a vehicle that is no walker can move 24" with cruising speed. a walker runs +3"
  52.  
  53. vector engine: as long as the vehicle isnt immobilized, the vehicle can turn after shooting.
  54.  
  55.  
  56.  
  57.  
  58.  
  59. Avatar:
  60. 195 base
  61. WS 10 BS 10, S 6 W 6 W 5 I 10 A 5 LD 10 AS 3+
  62. old nemesis, daemon, fearless, battletrance, khaines presence, fleet, glowing body.
  63.  
  64. relic : screaming blade can be used as shooting weapon. 12" S 8 ap 1 assault 1 melta.
  65. or in close combat, S user ap 1. melta
  66.  
  67. may take 2 of the following (i wont post points)
  68. night vision, fire hail, monsterhunter, crushing strke, sniper vision, disarm.
  69.  
  70. glowing body: pyromancy, flaming weapons and all attacks with the special rule melta and or soulfire have no effect on the avatar.
  71.  
  72. runeprophet: 100 pts base
  73. ws 5 BS 5 S 3 T 3 W 3 I 5 A 1 ld 10 AS-
  74.  
  75. old nemesis, battletrance, psyker level 3, fleet, independent character.
  76.  
  77. gear: rune armor, shuriken pistol, hagun zar, ghosthelm.
  78.  
  79. may take a runespeer instead of hagun zar.
  80. may take runes of protection
  81. runes of clarity
  82. eldar jetbike
  83. may take items of the relics of old glory (coming to that later)
  84.  
  85. 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
  86.  
  87. 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)
  88.  
  89. rune armor : 4+ invul
  90.  
  91. autarch: 70 points base
  92. ws 6 bs 6 s 3 t 3 w 3 i 6 a 3 ld 10 as 3+
  93.  
  94. old nemesis, battletrance, path of strategy, fleet, independent character.
  95.  
  96. heavy aspect armor, shuriken pistol, impuls mines, plasma grenades, power shield.
  97.  
  98. path of strategy: for each autarch in your army you may modify your reserve rolls by +1 or -1
  99.  
  100. may take one of the following:
  101. eldar jetbike,
  102. falcon wings
  103. warpjumpgenerator
  104.  
  105. one of the following:
  106. banshee mask
  107. mandiblaster
  108.  
  109. up to 2 of the following:
  110. scorpion sword
  111. huntercatapult
  112. laserblaster
  113. fusion gun
  114. haywire lance (only on jetbike)
  115. mono-catapult
  116. powerweapon
  117. khaindar rocketlauncher with starswarm rockets
  118. may take items of the old relics
  119.  
  120. wraithseer: 70 pts
  121. ws 5 bs 5 s 3 t 3 w 2 i 5 a 1 ld 9 as -
  122.  
  123. old nemesis, ghost marks, battletrance, psyker level 2, fleet, independent character.
  124.  
  125. rune armor, shuriken pistol seer stave.
  126.  
  127. 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
  128.  
  129. voice of the dead : if you select a wraithseer as HQ. wraithguard and wraithblades are troops instead of elite
  130.  
  131. he can roll on runes of battle and telepathy. no further upgrades for him
  132.  
  133. runeprophet is runes of fate, divination and telepathy btw.
  134.  
  135. seer council: 35 pts
  136. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as -
  137.  
  138. old nemesis, battletrance, psyker level 1, fleet.
  139. rune armor, shuriken pistol, hagun zar.
  140.  
  141. psychic powers: runes of battle only.
  142.  
  143. options: up to additional 9 seer's
  144. each model may take a runespear instead of hagun zar.
  145. each model may take a jetbike
  146.  
  147. 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)
  148.  
  149.  
  150. asurmen: 220 pts
  151. ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
  152.  
  153. old nemesis, eternal warrior, fearless, counter attack, hand of asuryan, battle trance, fleet, independent character
  154.  
  155. exarch powers:
  156. battle luck and shield of grace
  157.  
  158. phoenix armor, twin linked hunting catapult
  159.  
  160. 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
  161.  
  162. 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)
  163.  
  164.  
  165. karandras: 230 points
  166. ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
  167.  
  168. old nemesis, move through cover, eternal warrior, fearless, infiltrate, battle trance, night vision, fleet, shrouded (o.o) independent character
  169.  
  170. phoenix armor, scorpion sword, scorpion scissors, plasma grenades.
  171.  
  172. exarch powers: assassin, monster hunter
  173.  
  174. warlord trait: the 1st one. always
  175.  
  176. 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.
  177.  
  178. jain zar: 200 pts
  179. ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
  180.  
  181. acrobatic (counter attack for exarch and unit) old nemesis, eternal warrior, fearless, battle trance, fleet, independent character.
  182.  
  183. phoenix armor.
  184.  
  185. exarch powers: fear, disarm
  186.  
  187. relicts:
  188. silent death:
  189. shooting 12" s user ap 2 assault 4
  190. close combat: s user ap 2 melee.
  191.  
  192. blade of destruction:
  193. s user ap 2 melee, rending
  194.  
  195. 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)
  196.  
  197. always comes with the 3rd warlord trait
  198.  
  199. fuegan: 220 pts
  200.  
  201. ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
  202.  
  203. old nemesis, eternal warrior, fearless, battle trance, fleet, independent character, unbreakable resolve, feel no pain.
  204.  
  205. phoenix armor, fire pike, melta bombs
  206.  
  207. exarch powers: fire hail, crushing blow
  208.  
  209. relic axe of fire: s user ap 1 melee, armourbane
  210.  
  211. 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.
  212.  
  213. always comes with the 5th warlord power.
  214.  
  215. maugan ra
  216. ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
  217.  
  218. old nemesis, eternal warrior, fearless, hatred (chaos daemons) battle trance, fleet, independent character, relentless
  219.  
  220. phoenix armor
  221.  
  222. exarch powers: night vision, fire hail, sniper vision
  223.  
  224. relic : maugetar: 36" s 6 ap 5 assault 4 rending, pinning
  225. in close combat : s +2 ap 3 melee
  226.  
  227. always has the 5th warlord trait
  228.  
  229. baharroth: 195
  230. 

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


  231. 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
  232.  
  233.  
  234. eldrad: 205

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


  236. 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
  237.  
  238.  
  239.  
  240.  
  241.  
  242.  
  243.  
  244.  
  245.  
  246.  
  247.  
  248.  
  249.  
  250.  
  251.  
  252.  
  253.  
  254.  
  255. ELITES
  256. wraithguard: 160 for 5
  257. ws 4 bs 4 s 5 t 6 w 1 i 5 a 1 ld 10 as 3+
  258.  
  259. old nemesis, fearless, bulky
  260.  
  261. phantombeamer (sp)
  262. up to 5 additional ones
  263. the whole unit may exchange the beamers for warpscythes
  264. the unit may take a serpent
  265.  
  266.  
  267. wraithblades: also elite 160 base for 5
  268. ws 4 bs 4 s 5 t 6 w 1 i 5 a 1 ld 10 as 3+
  269.  
  270. old nemesis, fearless, bulky
  271.  
  272. 2 ghostblades
  273.  
  274. may take up to 5 additional
  275. the unit may exchange the ghost blades for ghost axe and forceshield
  276.  
  277. may take a serpent
  278.  
  279. (you can give those fucks with a seer in it a 2+ armor save.. just saying... but psychic powers come later )
  280.  
  281.  
  282. striking scorpions: elite : 85 points for 5
  283. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 3+ as
  284. exarch : +1 ws, bs, i and a
  285. old nemesis, move through cover infiltrate, battle trance, stealth, fleet
  286.  
  287. heavy aspect armor, shuriken pistol, plasma grenades, scorpion sword, mandiblasters
  288.  
  289. may take up to 5 additional
  290. one may be a exarch
  291. may replace the pistol for scorpion scissors
  292. may replace the sword for ripping blade
  293. may replace the pistol and the sword for a scorpionscimiat (sp)
  294. may take 2 powers:
  295. monster hunter
  296. assassin
  297. crushing blow
  298.  
  299. may take a serpent
  300.  
  301. banshees: elite 75 points for 5
  302. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 4+ as
  303. exarch +1 ws, bs, i a and 3+ as
  304. acrobatic, old nemesis, battle trance, fleet
  305.  
  306. aspect armor, heavy aspect armor (exarch), shuriken pistol, power sword, banshee mask
  307.  
  308. may take up to 5 additional ones
  309.  
  310. one may be a exarch
  311. may exchange the powersword for:
  312. triskele or deathblade
  313. the exarch may exchange the pistol and power sword for 2 mirror blades
  314. she may take up to 2 powers:
  315. fear
  316. disarm
  317. shield of grace
  318.  
  319. may take a serpent
  320.  
  321.  
  322. harlequins: 5 for 90 pts (elite)
  323. harlequin: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as -
  324. deathjoker: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as -
  325. fateseer: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as -
  326. mastermime: ws 5 bs 4 s 3 t 3 w 1 i 6 a 3 ld 9 as -
  327.  
  328. furious charge, fleet, hit & run
  329.  
  330. shuriken pistol, cc weapon, harlequin belt, holocoat.
  331.  
  332. may take additional 5 harlequins
  333. one may be a deathjoker exchanging the cc weapon and pistol for a screamer cannon
  334. one may be a mastermime exchanging the cc weapon for a harlequin whip. may exchange the whip for a powersword
  335. one may be a fateseer becoming psyker lv 1 and granting him hallucination grenades.
  336. each harlequin may exchange the CCW for a whip.
  337. up to 2 may exchange the pistol for a fusionpistol
  338.  
  339. the fateseer is psyker level 1 and got only 1 power:
  340. veil of teirs: blessing.
  341. 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
  342.  
  343. fire dragons: 110 points for 5
  344. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 3+
  345. exarch got +1 ws, bs, i and a.
  346.  
  347. old nemesis, battle trance, fleet.
  348.  
  349. heavy aspect armor, fusion gun, meltabombs.
  350.  
  351. may take up to 5 additiional firedragons
  352. one may be upgraded to be a exarch.
  353. the exarch may replace his fusion gun for a dragonfire flamer or firepike
  354. the exarch may select up to 2 powers:
  355. iron resolve
  356. fire hail
  357. crushing blow.
  358. may take a serpent as dedicated transport
  359.  
  360. swooping hawks: (fast attack) 80 points for 5
  361. ws 4 bs 4 s 3 t 3 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, uprise, messenger of victory, battle trance, fleet.
  365.  
  366. aspect armor (heavy for exarch) laserblaster, impuls mines, plasma grenades. falcon grenade launcher, falcon wings.
  367.  
  368. messenger of victory: a unit completly containing models with this special rule do not scatter while deepstriking.
  369.  
  370. 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.
  371.  
  372. may take : up to 5 additional hawks
  373. one may be a exarch
  374. the exarch may exchange his laserblaster for a
  375. falcon claw or a sunbeamer
  376. the exarch may get a power weapon
  377. the exarch may take 2 powers:
  378. night vision
  379. sniper vision
  380. hit & run
  381.  
  382.  
  383. TROOPS
  384. Dire Avengers (still troops) 65 points
  385. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+
  386. exarch +1 ws, bs, i, a and 3+ as
  387.  
  388. old nemesis, counter attack, battle trance, fleet.
  389.  
  390. aspect armor, (heavy for exarch), hunt catapult. plasma grenades.
  391.  
  392. options: up to 5 additional avengers
  393. 1 may be a exarch
  394. the exarch may take instead of his hunting catapult:
  395. twin linked hunting catapult
  396. powerweapon and shuriken pistol
  397. asuryans sword and shuriken pistol
  398. powerweapon and flickershield
  399. the exarch may take up to 2 powers:
  400. disarm
  401. shield of grace
  402. battleluck
  403. the unit may get a serpent as dedicated transport
  404.  
  405. Guardians
  406. 10 for 90 points
  407. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
  408. plattform : ws - bs - s - t 5 w 1 i - a - ld - as 3+
  409. old nemesis, battle trance, fleet.
  410.  
  411. aramid armor, shuriken catapult
  412. plasma grenades
  413.  
  414. may take up to 10 additional guardians
  415. for each 10 in the unit one can get a weapon platform:
  416. shuriken cannon
  417. haywire laser
  418. laserlance
  419. starcannon
  420. eldar rocketlauncher with plasma and starstrike rockets
  421.  
  422. may take a serpent as Dedicated transport
  423.  
  424.  
  425. storm guardians: 90 points for 10 also troops
  426. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
  427.  
  428. old nemesis, battletrance, fleet
  429.  
  430. aramid armor, shuriken pistol, chainsword, plasma grenades.
  431.  
  432. may take up to 10 additional
  433. up to 2 may exchange chainsword + pistol for
  434. flamer, fusionbeamer
  435.  
  436. up to 2 (additional to the above) may exchange their chainsword for powerswords
  437.  
  438. may take a serpent as transport
  439.  
  440. windrider jetbike squadron: troops 51 points for 3
  441. ws 4 bs 4 s 3 t 4 w 1 i 5 a 1 ld 8 as 3+
  442.  
  443. old nemesis, battle trance
  444.  
  445. aramid armor, eldar jetbike
  446.  
  447. may take up to 7 additional ones
  448. for each 3 in the unit one may exchange the twin linked shuriken catapult on the bikefor a shurken cannon
  449.  
  450. FAST ATTACK
  451.  
  452. spears of khaine: (fast attack) 75 points for 3
  453. ws 4 bs 4 s 3 t 4 w 1 i 5 a 1 ld 9 as 4+
  454. exarch got +1 ws, bs, i, a and 3+ as
  455.  
  456. old nemesis, outflank, skilled rider, battle trance
  457.  
  458. heavy aspect armor, haywire lance. eldar jetbike
  459.  
  460. may take up to 6 additional ones
  461. one may be a exarch
  462. the exarch may exchange his haywire lance for a powerweapon or starlance
  463. the exarch may take up to 2 powers
  464. monsterhunter
  465. disarm
  466. hit & run
  467.  
  468. warpspiders: 95 points for 5
  469. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+
  470. exarch got +1 ws, bs, i, a and 3+ as
  471.  
  472. they are infantry with jet pack
  473.  
  474. old nemesis, battle trance, fleet, hit & run
  475.  
  476. heavy aspect armor, monothrower (may spelled wrong, sorry) warpjump generator.
  477.  
  478. may take up to 5 additional spiders
  479. one may be a exarch
  480. he may exchange his monothrower for a twin linked one or mono - blaster
  481. he may get a pair of power blades
  482. he may take up to 2 powers:
  483. sniper vision
  484. fire hail
  485. assassin
  486.  
  487. crimson hunters: 160 points for 1
  488. its a flyer
  489. bs 4 f 10 s 10 r 10 with 3 HP
  490. the exarch got +1 bs
  491.  
  492. skyhunter, perfect shot, vector dancer
  493.  
  494. 2 laserlances, 1 pulsar.
  495.  
  496. its only 1 flyer always, he may be upgraded to be a exarch
  497. he can exchance his both laserlances for starcannons
  498. he may take both powers:
  499. night vision
  500. sniper vision
  501.  
  502. vyper squadrons: fast attack 1 for 50 points
  503.  
  504. bs 4 f 10 s 10 r 10 2 hp
  505.  
  506. shuriken cannon, twin linked shuriken catapult
  507.  
  508. may take 2 additional vypers.
  509.  
  510. each vyper may echange the shuriken cannon for:
  511. starcannon
  512. laserlance
  513. haywire laser
  514. eldar rocketlauncher with plasma and starstrike rockets
  515. every vyper may exchange the twin linked shuriken catapult for a shuriken cannon
  516. may take vehicle upgrades
  517.  
  518. wraithhunter: fast attack : 185 pts
  519.  
  520. bs 4 f 10 s 10 r 10 3 hp
  521.  
  522. psyker level 1, psyker crew, vector dancer
  523.  
  524. he always comes with the terrify psychic power (telepathy) no roll allowed
  525.  
  526. 2 heavy warpscythes, ghostbreaker, soulstones.
  527.  
  528.  
  529. HEAVY SUPPORT
  530.  
  531. war walkers: heavy support: 60 pts for one
  532. ws 4 bs 4 s 5 f 10 s 10 r 10 i 5 a 2 hp 2
  533.  
  534. old nemesis, battletrance, scout, fleet
  535.  
  536. 2 shuriken cannons
  537. forcefield
  538.  
  539. may take up to 2 additional ones
  540. each shuriken cannon may be exchanged for the following:
  541. laserlance
  542. haywire laser
  543. starcannon
  544. eldar rocketlauncher with plasma and starstrike rockets. may also buy additional anti air rockets.
  545. may take vehicle upgrades
  546.  
  547. so scout now... phew...
  548.  
  549.  
  550. support weapon platform battery: 30 points for 1 with 2 guardians
  551. guadian: ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
  552. platform got nothing except T 7 W 2 and a 3+ as
  553.  
  554. special rules (only guardians) old nemesis, battle trance, fleet.
  555.  
  556. guardians : aramid armor, shuriken catapult, plasma grenades
  557.  
  558. platform : mono- weaver
  559.  
  560. may take up 2 to additional platforms including guardians
  561.  
  562. may exchange the mono- weaver for a
  563. (sorry prolly wrong translation here) infrasound cannon
  564. or a warpcannon
  565.  
  566. Dark Reapers: 3 man 90 pts
  567. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 3+
  568. exarch got +1 ws, bs, i, a
  569.  
  570. old nemesis, slow and purposeful
  571.  
  572. heavy aspect armor, khaindar rockelauncher with starswarm rockets and khaindar targeting array.
  573.  
  574. may take up to 7 additional khaindar
  575. one may be a exarch
  576. he may exchance his weapon for a shuriken cannon
  577. eldar rocketlauncher with plasma and starstrike rockets, may take additional anti air rockets
  578. or the orkan rocket launcher
  579. if the exarch got a khaindar rocketlauncher he may get additional starstrike rockets.
  580. he may take up to 2 powers:
  581. night vision
  582. sniper vision
  583. fire hail
  584. may take a serpent as dedicated transport
  585.  
  586. fire prism: 125 for it
  587. bs 4 f 12 s 12 r 10 3 hp
  588.  
  589. fire prism, twin linked shurikencatapult
  590.  
  591. may exchange the shuriken catapult for a shuriken cannon
  592. may take vehicle upgrades
  593.  
  594. falcon: 125 points
  595. bs 4 f 12 s 12 r 10 3 hp
  596.  
  597. pulsar, shuriken cannon, twin linked shuriken catapult.
  598.  
  599. transport capacity : 6
  600.  
  601. may exchange the shuriken cannon for :
  602. starcannon
  603. laserlance
  604. haywire laser
  605. eldar rocket launcher with plasma and starstrike rockets
  606. may exchange the twin linked shuriken catapult for a shuriken cannon
  607. may take vehicle equipment
  608.  
  609. shadowweaver: (that wd one) 115 pts
  610. bs 4 f 12 s 12 r 10 3 hp
  611.  
  612. mono- cannon
  613. twin linked shuriken catapult
  614.  
  615. may exchange the twin linked catapult for shuriken cannon
  616. may take vehicle upgrades
  617.  
  618. wraithlord 120 pts
  619. ws 4 bs 4 s 8 t 8 w 3 i 4 a 3 ld 10 as 3+
  620.  
  621. old nemesis, fearless
  622.  
  623. 2 shuriken catapults
  624.  
  625. each shuriken catapult may be exchanged for flamers. may take a ghostglaive.
  626. may take up to 2 of the following:
  627. shurikencannon
  628. laserlance
  629. haywire laser
  630. starcannon
  631. eldar rocketlauncher with plasma and starstrike rockets
  632.  
  633. wraithknight 240 points
  634. ws 4 bs 4 s 10 t 8 w 6 i 5 a 4 ld 10 as 3+
  635. monstrous creature with jumppack
  636.  
  637. old nemesis, fearless
  638.  
  639. 2 heavy phantombeamer
  640.  
  641. may exchange both beamer for:
  642. ghostglaive and scattershield
  643. suncannon and scattershield
  644.  
  645. may take up to 2 of the following (in any combination):
  646. shuriken cannon
  647. haywire laser
  648. starcannon
  649.  
  650.  
  651.  
  652.  
  653.  
  654.  
  655.  
  656.  
  657. DEDICATED TRANSPORT
  658.  
  659. serpent: 115 points (dedicated transport)
  660. bs 4 f 12 s 12 r 10 3 hp
  661.  
  662. twin linked shuriken cannon, twin linked shuriken catapult, serpent shield
  663.  
  664. capacity : 12
  665.  
  666. may exchange the tl shuriken cannon for:
  667. twin linked laserlance
  668. twin linked starcannon
  669. twin linked haywire laser
  670. twin linked eldar rocketlauncher with plasma and starstrike rockets.
  671. may exchange the tl shuriken catapult for a non twin linked shriken cannon
  672.  
  673. may take vehicle upgrades
  674. rangers: troops 60 points for 5
  675. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
  676.  
  677. old nemesis, move through cover, infiltrate, battle trance, stealth, fleet.
  678.  
  679. aramid armor, ranger sniperrifle, shuriken pistol. may take up to 5 additional rangers
  680.  
  681.  
  682.  
  683. wargear:
  684.  
  685. eldar rocketlauncher:
  686. plasma rocket: 48" s 4 ap 4 heavy 1 small blast, pinning
  687. anti air rocket : 48" s 7 ap 4 heavy 1 skyfire
  688. starstrike rocket: 48" s 8 ap 3 heavy 1, pinning
  689.  
  690. fusion pistol : 6" s 8 ap 1 melta, pistol
  691. fusionbeam: 12" s 8 ap 1 melta, assault 1
  692. firepike : 18" s 8 ap 1 melta, assault 1
  693.  
  694. haywire lance: shooting: 6" s 6 ap 3 assault 1 lance
  695. in close combat : s +3 ap 3 assault, impact, lance
  696.  
  697. impact: in the phases the user didnt assault with this weapon the weapon counts as a normal close combat weapon instead.
  698.  
  699. infrasound cannon : 48" s 7 ap 4 heavy 1 infrasound, pinning
  700.  
  701. 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.)
  702.  
  703. reaper misslelauncher: starstrike rocket: 47" s 8 ap 3 heavy 1 pinning
  704. starswarm rocket: 48" s 5 ap 3 heavy 2
  705.  
  706. laserblaster: 24" s3 ap 5 assault 3
  707. sunbeamer: 24" s 3 ap 3 assault 3, blinding
  708. falcon claw: 24" s 5 ap 5 asssault 3
  709. haywire laser: 36" s 6 ap 6 heavy 4, lasertargeting
  710. pulsar: 48" s 8 ap 2 heavy 2
  711. laser lance 36" s 8 ap 2 heavy 1 lance
  712.  
  713. 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
  714.  
  715. mono-blaster : 18" s 6 ap 1 rapid fire, monofilament, pinning
  716. mono- catapult : 12" s 6 ap - assault 2 monofilament
  717. mono- weaver: 48" s 6 ap 6, heavy 1 small blast, monofilament, barrage.
  718. mono-cannon:
  719. scattered: 48" s 7 ap 6 heavy 1 larg blast, monofilament, pinning, barrage
  720. concentrated: flame s 7 ap 6 heavy 1 monofilament, torrent.
  721.  
  722. 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
  723. units with mixed initiative use the highest initiative.
  724.  
  725. orkan rocketlauncher:
  726. 36" s 4 ap 3 heavy 2 small blast, barrage.
  727.  
  728. fire prism:
  729. scattered: 60" s 5 ap 3 heavy 1 large blast
  730. concentrated: 60" s 7 ap 2 heavy 1 small blast
  731. lance mode : 60" s 9 ap 1 heavy 1 lance
  732.  
  733. ranger rifle: 36" sx ap 6 heavy 1 sniper
  734.  
  735. shuriken pistol : 12" s 4 ap 5 pistol, shurikenstorm
  736. shuriken catalpult : 12" s 4 ap 5 assault 2 shurikenstorm
  737. huntinc catapult : 18" s 4 ap 5 assault 2 shurikenstorm
  738. shurken cannon : 24" s 6 ap 5 assault 3 shurikenstorm
  739. screamer cannon : 24" s 6 ap 5 assault 3 pinning, shurikenstorm
  740.  
  741. shurikenstorm : to wound rolls of 6 count as automatically wounded with ap 2
  742.  
  743. scorpion saber (the exchangeable weapon for pistol and sword):
  744. shooting: 12" s 4 ap 5 assault 2, shurikenstorm
  745. melee: s+1 ap 5 melee, rending.
  746.  
  747. scorpion scissiors:
  748. shooting: 12" s 4 ap 5 assault 2 shurikenstorm
  749. melee: sx2 ap 2 melee (not unwieldly)
  750.  
  751. starcannon : 36" s 6 ap 2 heavy 2
  752. suncannon: 48" s 6 ap 2 heavy 3 small blasts
  753.  
  754. star lance:
  755. shooting: 6" s 8 ap 2 assault 1 lance
  756. melee: s 8 ap 2 melee, impact, lance
  757.  
  758. impact: in the phases the user didnt assault with this weapon the weapon counts as a normal close combat weapon instead.
  759.  
  760. triskele:
  761. shooting: 12" s 3 ap 3 assault 3
  762. melee: s user ap 3 melee
  763.  
  764. warpscythe: flamer s 4 ap 2 assault 1 warprift
  765. heavy warpscythe: 18" s 4 ap 2 assault 1 small blast, warprift
  766. phantom beamer: 12" s 10 ap 2 assault 1 warprift
  767. warpcannon: 24" s 10 ap 2 heavy 1 small blast warprift
  768. heavy phantombeamer( or wraithbeamer) 36" s 10 ap 2 assault 1 warprift
  769.  
  770. 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.
  771.  
  772. asuryans sword: s user ap 2 melee, soulcut:
  773.  
  774. for each unsaved wound caused by it the model has to pass a ld test or gets removed from play.
  775.  
  776. energy blades: 2 weapons: s user ap 3 melee
  777.  
  778. ghost axe: s +2 ap 2 melee, unwieldly
  779. ghost glaive: s +1 ap 2 melee, master crafted
  780. ghost sword: s +1 ap 3 melee
  781.  
  782. harlequin whip : s user ap - melee, rending
  783.  
  784. ripping blade: s +2 ap 4 melee, two handed
  785.  
  786. runespear:
  787. shooting: 12" s 9 ap - assault 1 fleshbane
  788. melee: s user ap - melee, lifebane, armourbane
  789.  
  790. scorpion sword: s +1 ap 6, melee
  791.  
  792. mirror blades: 2 weapons: s user ap 3 melee, mastercrafted
  793.  
  794. deathblade: s
  795. s +2 ap 2 melee, two handed
  796.  
  797. seer staff: s user ap - melee, lifebane, armourbane, soulblaze
  798.  
  799. relics:
  800.  
  801. broken piece of anaris:
  802. s +2 ap - melee, rending, vauls work
  803.  
  804. 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
  805.  
  806. faolchus wing:
  807.  
  808. 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....)
  809.  
  810. fireblade:
  811.  
  812. s+1 ap 3 melee, soulblaze, conflagration
  813.  
  814. 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.
  815.  
  816. hunting rifle of uldanoreth
  817. 120" s x ap 3 heavy 1 sniper.
  818.  
  819. mantle of the laughing god:
  820. the user loses the independent character special rule but gains stealth, shrouded, hit & run and can reroll failed cover saves
  821.  
  822. phoenix jewel:
  823. 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.
  824.  
  825. soulstone of anath'lan
  826.  
  827. 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)
  828.  
  829. PSYCIC POWERS
  830.  
  831. runes of battle: each power has 2 effects. one for you and one for the enemy
  832.  
  833. primary:
  834. either : blessing: the psyker and his unit have the shrouded special rule
  835. or : a enemy unit within 18" loses the shrouded special rule
  836.  
  837. 1.
  838. either : witchfire: flamer s 5 ap 4 assault 1 soulblaze
  839. or: blessing: heals a lost wound on a model in a unit within 18", cannot restore dead models.
  840.  
  841. 2.
  842. either: blessing: the psyker and his unit have the fearless special rule
  843. or: malediction: a enemy unit within 18" reduces its LD by -3
  844.  
  845. 3.
  846. either: blessing: the psyker and his unit have +1 ws and I
  847. or : malediction: a enemy unit within 18" have -1 ws and I
  848.  
  849. 4.
  850. either: blessing: the psyker and his unit increase their armorsave by 1 (yes. 2+ armor for wraithguard/blades!!)
  851. or: a enemy unit within 18" reduces its armorsave by 1 (terminators get powerarmor, lol)
  852.  
  853. 5.
  854. either: blessing: the psyker and his unit run additional 3"
  855. or: malediction: a enemy unit within 18" cannot run
  856.  
  857. 6.
  858. either: blessing: the psyker and his unit have +1 S
  859. or: malediction: a enemy unit within 18" has -1 S
  860.  
  861. Runes of Fate:
  862.  
  863. primary:
  864. blessing: friendly unit within 24" may reroll failed to hit rolls
  865.  
  866. 1.
  867. focused witchfire: 24" a enemy model suffers 3 hits with the strength of the runeprophet and the special rule lifebane.
  868. 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.
  869.  
  870. 2.
  871. 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
  872.  
  873. 3.
  874. witchfire: 24" s 3 ap - assault 1 larg blast, haywire, lifebane, pinning
  875.  
  876. 4.
  877. 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.
  878. as long as the runeprophet has at least one token his stats get increased by:
  879. WS, BS, I +5 and attacks +2. he also gains the rampage and fearless special rules.
  880.  
  881. if the runeprophet loses the last marker or the game ends he is removed as a casuality.
  882. (this isnt even my final form!)
  883.  
  884. 5.
  885. blessing: a friendly unit within 24" may reroll all failed saves
  886.  
  887. 6.
  888. focused witchfire: 24"
  889. the runeprophet and the target both roll a d6 and add their ld.
  890.  
  891. if the target result is higher, the runeprophets WS and BS gets reduced to 1.
  892.  
  893. if the result is equal the target model reduces its WS and BS to 1.
  894.  
  895. 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.
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