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Much loving thanks to Raziel for compiling all this for us, you magnificent german bastard.
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Eldar 6th
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eldar warlord traits:
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1. one use only. in the own shooting or assault phase, the 
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warlord and all allies within 12" reroll failed to wound rolls 
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of 1.
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2. one use only. in the enemys shooting phase. the 
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warlord and all allies within 12" gain the stealth usr.
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3. the warlord and his unit add +1 to their run movement 
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(so d6 + 1)
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4. the warlord rerolls failed saves of 1.
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5. the warlord got the split fire usr
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6. allied eldar units deepstriking within 6" around the 
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warlord dont scatter.
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exarch abilites. some are USR some are codex specific:
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fear, monsterhunter, night vision, feel no pain, hit & run.
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sniper vision : the exarch has precision shots on a 5+
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iron resolve: the exarch has +1 LD
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disarm: in a challenge before striking blows, the exarch 
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player and the enemy both roll a d6. if the exarch player 
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rolls equal or higher than the enemy the enemys weapon 
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counts as a normal close combat weapon instead.
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if the WS of the exarch is higher than the enemy, you add 
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+1 to your D6 roll.
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fire hail (may be spelled wrong i translate here): the 
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exarch may fire his weapon 1 more time than normal. has 
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no use on flamers.
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assassin: in a challenge, the exarch and his enemy both 
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roll a D6. if equal or higher the exarch may reroll failed to 
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wound rolls. if the initiative of the exarch is higher than the 
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opponents, he adds +1 to his roll.
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shield of grace: in a challenge, instead of attacking the 
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exarch has a 3+ invulnerable save.
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battle luck : 4+ invul for the exarch
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crushing blow : +1 S for the exarch.
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whats interessting is : the avatar can get exarch powers. 
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so pretty fun
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army special rules :
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old nemesis : hatred (daemons of slaanesh and enemys 
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with the mark of slaanesh) also they have -1 on their LD 
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when doing fear tests against daemons of slaanesh and 
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enemys with the mark of slaanesh
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battletrance: the unit may run and shoot or shoot and run. 
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you have to run& shoot or shoot& run with each unit 
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before you can move the next unit. models cannot run & 
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shoot or shoot & run with heavy weapons unless they got 
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the relentless special rule.
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vehicle equipment:
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mindbreaker: every enemy and friendly unit within 12" has 
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to reroll passed lmorale and pinning tests.
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ghostpath matrix: the vehicle gets the move through cover 
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USR
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holofield: the vehicle grants +1 on its cover save if it has 
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moved.
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forcefield : 5+ invul
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crystal targeting matrix: one use only. the vehicle (except 
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walkers) can fire a weapon at full BS even if it has moved 
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with cruising speed.
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soulstones: the vehicle ignores crew shaken on 2+ and 
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crew stunned on 4+
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serpent shield: as long as the shield is active, every 
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penetrating hit on the front and side armor of a vehicle is a 
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glance on a d6 roll of 2+
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the shield may be deactivated to grant a following 
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shooting attack :
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60" s 7 ap - assault d6+1, ignores cover, pinning.
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star engine: a vehicle that is no walker can move 24" with 
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cruising speed. a walker runs +3"
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vector engine: as long as the vehicle isnt immobilized, the 
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vehicle can turn after shooting.
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Avatar:
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195 base
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WS 10 BS 10, S 6 W 6 W 5 I 10 A 5 LD 10 AS 3+
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old nemesis, daemon, fearless, battletrance, khaines 
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presence, fleet, glowing body.
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relic : screaming blade can be used as shooting weapon. 
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12" S 8 ap 1 assault 1 melta.
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or in close combat, S user ap 1. melta
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may take 2 of the following (i wont post points)
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night vision, fire hail, monsterhunter, crushing strke, sniper 
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vision, disarm.
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glowing body: pyromancy, flaming weapons and all 
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attacks with the special rule melta and or soulfire have no 
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effect on the avatar.
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runeprophet: 100 pts base
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ws 5 BS 5 S 3 T 3 W 3 I 5 A 1 ld 10 AS-
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old nemesis, battletrance, psyker level 3, fleet, 
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independent character.
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gear: rune armor, shuriken pistol, hagun zar, ghosthelm.
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may take a runespeer instead of hagun zar.
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may take runes of protection
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runes of clarity
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eldar jetbike
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may take items of the relics of old glory (coming to that 
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later)
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runes of protection : only useable once, before rolling for 
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deny the witch you can decide to use the runes to boost 
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your deny the witch by +2
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runes of clarity : one use, if the psyker fails a psychic test 
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he may reroll the test (can also do it if he has perils)
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rune armor : 4+ invul
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autarch: 70 points base
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ws 6 bs 6 s 3 t 3 w 3 i 6 a 3 ld 10 as 3+
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old nemesis, battletrance, path of strategy, fleet, 
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independent character.
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heavy aspect armor, shuriken pistol, impuls mines, plasma 
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grenades, power shield.
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path of strategy: for each autarch in your army you may 
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modify your reserve rolls by +1 or -1
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may take one of the following:
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eldar jetbike,
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falcon wings
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warpjumpgenerator
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one of the following:
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banshee mask
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mandiblaster
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up to 2 of the following:
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scorpion sword
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huntercatapult
210
laserblaster
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fusion gun
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haywire lance (only on jetbike)
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mono-catapult
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powerweapon
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khaindar rocketlauncher with starswarm rockets
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may take items of the old relics
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wraithseer: 70 pts
219
ws 5 bs 5 s 3 t 3 w 2 i 5 a 1 ld 9 as -
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old nemesis, ghost marks, battletrance, psyker level 2, 
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fleet, independent character.
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rune armor, shuriken pistol seer stave.
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wraith mark : select a enemy unit at any point in the game 
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within 24" of the wraithseer. all wraith units attacking or 
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shooting that target reroll missed rolls of 1s on to hit rolls
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voice of the dead : if you select a wraithseer as HQ. 
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wraithguard and wraithblades are troops instead of elite
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he can roll on runes of battle and telepathy. no further 
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upgrades for him
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runeprophet is runes of fate, divination and telepathy btw.
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seer council: 35 pts
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ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as -
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old nemesis, battletrance, psyker level 1, fleet.
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rune armor, shuriken pistol, hagun zar.
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psychic powers: runes of battle only.
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options: up to additional 9 seer's
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each model may take a runespear instead of hagun zar.
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each model may take a jetbike
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you may have one seer council for each primary 
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detatchmend. they may be in a unit and can be split up like 
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wolf guard. each runeseer you cannot attach sticks to his 
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unit (max 1 per attached unit)
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guardians, storm guardians, windrider jetbike squadron, 
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support weapon platform batter.
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asuryans avengers (still troops) 65 points
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ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+
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exarch +1 ws, bs, i, a and 3+ as
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old nemesis, counter attack, battle trance, fleet.
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aspect armor, (heavy for exarch), hunt catapult. plasma 
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grenades.
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options: up to 5 additional avengers
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1 may be a exarch
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the exarch may take instead of his hunting catapult:
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twin linked hunting catapult
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powerweapon and shuriken pistol
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asuryans sword and shuriken pistol
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powerweapon and flickershield
283
the exarch may take up to 2 powers:
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disarm
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shield of grace
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battleluck
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the unit may get a serpent as dedicated transport
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swooping hawks: (fast attack) 80 points for 5
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ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+
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exarch got +1 ws, bs, i, a and 3+ as
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old nemesis, uprise, messenger of victory, battle trance, 
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fleet.
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aspect armor (heavy for exarch) laserblaster, impuls 
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mines, plasma grenades. falcon grenade launcher, falcon 
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wings.
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messenger of victory: a unit completly containing models 
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with this special rule do not scatter while deepstriking.
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uprise: a unit completly containing models with this special 
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rule can "uprise". remove the unit and put it in active 
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reserve. may not be used in the same turn they appeared.
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may take : up to 5 additional hawks
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one may be a exarch
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the exarch may exchange his laserblaster for a
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falcon claw or a sunbeamer
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the exarch may get a power weapon
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the exarch may take 2 powers:
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night vision
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sniper vision
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hit & run
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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+
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exarch got +1 ws, bs, i, a
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old nemesis, slow and purposeful
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heavy aspect armor, khaindar rockelauncher with 
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starswarm rockets and khaindar targeting array.
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may take up to 7 additional khaindar
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one may be a exarch
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he may exchance his weapon for a shuriken cannon
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eldar rocketlauncher with plasma and starstrike rockets, 
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may take additional anti air rockets
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or the orkan rocket launcher
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if the exarch got a khaindar rocketlauncher he may get 
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additional starstrike rockets.
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he may take up to 2 powers:
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night vision
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sniper vision
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fire hail
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may take a serpent as dedicated transport
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and old nemesis is hatred slaanesh (daemon and mark of) 
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aswell as a -1 on the ld when doing fear tests against 
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slaanesh units.
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power weapon = power weapon, you can decide what 
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model. its a power weapon in the book. nothing more
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next up:
360
spears of khaine: (fast attack) 75 points for 3
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ws 4 bs 4 s 3 t 4 w 1 i 5 a 1 ld 9 as 4+
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exarch got +1 ws, bs, i, a and 3+ as
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old nemesis, outflank, skilled rider, battle trance
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heavy aspect armor, haywire lance. eldar jetbike
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may take up to 6 additional ones
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one may be a exarch
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the exarch may exchange his haywire lance for a 
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powerweapon or starlance
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the exarch may take up to 2 powers
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monsterhunter
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disarm
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hit & run
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warpspiders: fast attack 95 points for 5
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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
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they are infantry with jet pack
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old nemesis, battle trance, fleet, hit & run
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heavy aspect armor, monothrower (may spelled wrong, 
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sorry) warpjump generator.
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may take up to 5 additional spiders
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one may be a exarch
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he may exchange his monothrower for a twin linked one or 
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mono - blaster
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he may get a pair of power blades
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he may take up to 2 powers:
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sniper vision
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fire hail
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assassin
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crimson hunters: fast attack 160 points for 1
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its a flyer
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bs 4 f 10 s 10 r 10 with 3 HP
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the exarch got +1 bs
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skyhunter, perfect shot, vector dancer
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2 laserlances, 1 pulsar.
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its only 1 flyer always, he may be upgraded to be a exarch
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he can exchance his both laserlances for starcannons
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he may take both powers:
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night vision
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sniper vision
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guardians: troops: 10 for 90 points
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ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
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plattform : ws - bs - s - t 5 w 1 i - a - ld - as 3+
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old nemesis, battle trance, fleet.
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aramid armor, shuriken catapult
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plasma grenades
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may take up to 10 additional guardians
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for each 10 in the unit one can get a weapon platform:
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shuriken cannon
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haywire laser
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laserlance
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starcannon
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eldar rocketlauncher with plasma and starstrike rockets
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may take a serpent as Dedicated transport
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storm guardians: 90 points for 10 also troops
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ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
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old nemesis, battletrance, fleet
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aramid armor, shuriken pistol, chainsword, plasma 
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grenades.
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may take up to 10 additional
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up to 2 may exchange chainsword + pistol for
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flamer, fusionbeamer
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up to 2 (additional to the above) may exchange their 
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chainsword for powerswords
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may take a serpent as transport
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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
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old nemesis, battletrance, scout, fleet
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2 shuriken cannons
459
forcefield
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may take up to 2 additional ones
462
each shuriken cannon may be exchanged for the 
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following:
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laserlance
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haywire laser
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starcannon
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eldar rocketlauncher with plasma and starstrike rockets. 
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may also buy additional anti air rockets.
471
may take vehicle upgrades
472
they got the 5+ invul. base. yes. they are open topped 
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however (dont know if before just do it for you guys)
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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+
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old nemesis, battle trance
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aramid armor, eldar jetbike
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may take up to 7 additional ones
484
for each 3 in the unit one may exchange the twin linked 
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shuriken catapult on the bikefor a shurken cannon
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support weapon platform battery: 30 points for 1 with 2 
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guardians
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guadian: ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
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platform got nothing except T 7 W 2 and a 3+ as
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special rules (only guardians) old nemesis, battle trance, 
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fleet.
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guardians : aramid armor, shuriken catapult, plasma 
499
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grenades
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platform : mono- weaver
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may take up 2 to additional platforms including guardians
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may exchange the mono- weaver for a
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(sorry prolly wrong translation here) infrasound cannon
508
or a warpcannon
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vyper squadrons: fast attack 1 for 50 points
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bs 4 f 10 s 10 r 10 2 hp
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shuriken cannon, twin linked shuriken catapult
515
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may take 2 additional vypers.
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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
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serpent shield
568
569
capacity : 12
570
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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