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New Eldar Rules

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May 28th, 2013
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  1. eldar warlord traits:
  2. 1. one use only. in the own shooting or assault phase, the
  3.  
  4. warlord and all allies within 12" reroll failed to wound rolls
  5.  
  6. of 1.
  7. 2. one use only. in the enemys shooting phase. the
  8.  
  9. warlord and all allies within 12" gain the stealth usr.
  10. 3. the warlord and his unit add +1 to their run movement
  11.  
  12. (so d6 + 1)
  13. 4. the warlord rerolls failed saves of 1.
  14. 5. the warlord got the split fire usr
  15. 6. allied eldar units deepstriking within 6" around the
  16.  
  17. warlord dont scatter.
  18.  
  19. exarch abilites. some are USR some are codex specific:
  20.  
  21. fear, monsterhunter, night vision, feel no pain, hit & run.
  22.  
  23. sniper vision : the exarch has precision shots on a 5+
  24.  
  25. iron resolve: the exarch has +1 LD
  26.  
  27. disarm: in a challenge before striking blows, the exarch
  28.  
  29. player and the enemy both roll a d6. if the exarch player
  30.  
  31. rolls equal or higher than the enemy the enemys weapon
  32.  
  33. counts as a normal close combat weapon instead.
  34. if the WS of the exarch is higher than the enemy, you add
  35.  
  36. +1 to your D6 roll.
  37.  
  38. fire hail (may be spelled wrong i translate here): the
  39.  
  40. exarch may fire his weapon 1 more time than normal. has
  41.  
  42. no use on flamers.
  43.  
  44. assassin: in a challenge, the exarch and his enemy both
  45.  
  46. roll a D6. if equal or higher the exarch may reroll failed to
  47.  
  48. wound rolls. if the initiative of the exarch is higher than the
  49.  
  50. opponents, he adds +1 to his roll.
  51.  
  52. shield of grace: in a challenge, instead of attacking the
  53.  
  54. exarch has a 3+ invulnerable save.
  55.  
  56. battle luck : 4+ invul for the exarch
  57.  
  58. crushing blow : +1 S for the exarch.
  59.  
  60. whats interessting is : the avatar can get exarch powers.
  61.  
  62. so pretty fun
  63.  
  64. army special rules :
  65.  
  66. old nemesis : hatred (daemons of slaanesh and enemys
  67.  
  68. with the mark of slaanesh) also they have -1 on their LD
  69.  
  70. when doing fear tests against daemons of slaanesh and
  71.  
  72. enemys with the mark of slaanesh
  73.  
  74. battletrance: the unit may run and shoot or shoot and run.
  75.  
  76. you have to run& shoot or shoot& run with each unit
  77.  
  78. before you can move the next unit. models cannot run &
  79.  
  80. shoot or shoot & run with heavy weapons unless they got
  81.  
  82. the relentless special rule.
  83.  
  84. vehicle equipment:
  85.  
  86. mindbreaker: every enemy and friendly unit within 12" has
  87.  
  88. to reroll passed lmorale and pinning tests.
  89.  
  90. ghostpath matrix: the vehicle gets the move through cover
  91.  
  92. USR
  93.  
  94. holofield: the vehicle grants +1 on its cover save if it has
  95.  
  96. moved.
  97.  
  98. forcefield : 5+ invul
  99.  
  100. crystal targeting matrix: one use only. the vehicle (except
  101.  
  102. walkers) can fire a weapon at full BS even if it has moved
  103.  
  104. with cruising speed.
  105.  
  106. soulstones: the vehicle ignores crew shaken on 2+ and
  107.  
  108. crew stunned on 4+
  109.  
  110. serpent shield: as long as the shield is active, every
  111.  
  112. penetrating hit on the front and side armor of a vehicle is a
  113.  
  114. glance on a d6 roll of 2+
  115. the shield may be deactivated to grant a following
  116.  
  117. shooting attack :
  118. 60" s 7 ap - assault d6+1, ignores cover, pinning.
  119.  
  120. star engine: a vehicle that is no walker can move 24" with
  121.  
  122. cruising speed. a walker runs +3"
  123.  
  124. vector engine: as long as the vehicle isnt immobilized, the
  125.  
  126. vehicle can turn after shooting.
  127.  
  128. Avatar:
  129. 195 base
  130. WS 10 BS 10, S 6 W 6 W 5 I 10 A 5 LD 10 AS 3+
  131. old nemesis, daemon, fearless, battletrance, khaines
  132.  
  133. presence, fleet, glowing body.
  134.  
  135. relic : screaming blade can be used as shooting weapon.
  136.  
  137. 12" S 8 ap 1 assault 1 melta.
  138. or in close combat, S user ap 1. melta
  139.  
  140. may take 2 of the following (i wont post points)
  141. night vision, fire hail, monsterhunter, crushing strke, sniper
  142.  
  143. vision, disarm.
  144.  
  145. glowing body: pyromancy, flaming weapons and all
  146.  
  147. attacks with the special rule melta and or soulfire have no
  148.  
  149. effect on the avatar.
  150.  
  151. runeprophet: 100 pts base
  152. ws 5 BS 5 S 3 T 3 W 3 I 5 A 1 ld 10 AS-
  153.  
  154. old nemesis, battletrance, psyker level 3, fleet,
  155.  
  156. independent character.
  157.  
  158. gear: rune armor, shuriken pistol, hagun zar, ghosthelm.
  159.  
  160. may take a runespeer instead of hagun zar.
  161. may take runes of protection
  162. runes of clarity
  163. eldar jetbike
  164. may take items of the relics of old glory (coming to that
  165.  
  166. later)
  167.  
  168. runes of protection : only useable once, before rolling for
  169.  
  170. deny the witch you can decide to use the runes to boost
  171.  
  172. your deny the witch by +2
  173.  
  174. runes of clarity : one use, if the psyker fails a psychic test
  175.  
  176. he may reroll the test (can also do it if he has perils)
  177.  
  178. rune armor : 4+ invul
  179.  
  180. autarch: 70 points base
  181. ws 6 bs 6 s 3 t 3 w 3 i 6 a 3 ld 10 as 3+
  182.  
  183. old nemesis, battletrance, path of strategy, fleet,
  184.  
  185. independent character.
  186.  
  187. heavy aspect armor, shuriken pistol, impuls mines, plasma
  188.  
  189. grenades, power shield.
  190.  
  191. path of strategy: for each autarch in your army you may
  192.  
  193. modify your reserve rolls by +1 or -1
  194.  
  195. may take one of the following:
  196. eldar jetbike,
  197. falcon wings
  198. warpjumpgenerator
  199.  
  200. one of the following:
  201. banshee mask
  202. mandiblaster
  203.  
  204. up to 2 of the following:
  205. scorpion sword
  206. huntercatapult
  207. laserblaster
  208. fusion gun
  209. haywire lance (only on jetbike)
  210. mono-catapult
  211. powerweapon
  212. khaindar rocketlauncher with starswarm rockets
  213. may take items of the old relics
  214.  
  215. wraithseer: 70 pts
  216. ws 5 bs 5 s 3 t 3 w 2 i 5 a 1 ld 9 as -
  217.  
  218. old nemesis, ghost marks, battletrance, psyker level 2,
  219.  
  220. fleet, independent character.
  221.  
  222. rune armor, shuriken pistol seer stave.
  223.  
  224. wraith mark : select a enemy unit at any point in the game
  225.  
  226. within 24" of the wraithseer. all wraith units attacking or
  227.  
  228. shooting that target reroll missed rolls of 1s on to hit rolls
  229.  
  230. voice of the dead : if you select a wraithseer as HQ.
  231.  
  232. wraithguard and wraithblades are troops instead of elite
  233.  
  234. he can roll on runes of battle and telepathy. no further
  235.  
  236. upgrades for him
  237.  
  238. runeprophet is runes of fate, divination and telepathy btw.
  239.  
  240. seer council: 35 pts
  241. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as -
  242.  
  243. old nemesis, battletrance, psyker level 1, fleet.
  244. rune armor, shuriken pistol, hagun zar.
  245.  
  246. psychic powers: runes of battle only.
  247.  
  248. options: up to additional 9 seer's
  249. each model may take a runespear instead of hagun zar.
  250. each model may take a jetbike
  251.  
  252. you may have one seer council for each primary
  253.  
  254. detatchmend. they may be in a unit and can be split up like
  255.  
  256. wolf guard. each runeseer you cannot attach sticks to his
  257.  
  258. unit (max 1 per attached unit)
  259. guardians, storm guardians, windrider jetbike squadron,
  260.  
  261. support weapon platform batter.
  262.  
  263. asuryans avengers (still troops) 65 points
  264. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+
  265. exarch +1 ws, bs, i, a and 3+ as
  266.  
  267. old nemesis, counter attack, battle trance, fleet.
  268.  
  269. aspect armor, (heavy for exarch), hunt catapult. plasma
  270.  
  271. grenades.
  272.  
  273. options: up to 5 additional avengers
  274. 1 may be a exarch
  275. the exarch may take instead of his hunting catapult:
  276. twin linked hunting catapult
  277. powerweapon and shuriken pistol
  278. asuryans sword and shuriken pistol
  279. powerweapon and flickershield
  280. the exarch may take up to 2 powers:
  281. disarm
  282. shield of grace
  283. battleluck
  284. the unit may get a serpent as dedicated transport
  285.  
  286. swooping hawks: (fast attack) 80 points for 5
  287. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+
  288. exarch got +1 ws, bs, i, a and 3+ as
  289.  
  290. old nemesis, uprise, messenger of victory, battle trance,
  291.  
  292. fleet.
  293.  
  294. aspect armor (heavy for exarch) laserblaster, impuls
  295.  
  296. mines, plasma grenades. falcon grenade launcher, falcon
  297.  
  298. wings.
  299.  
  300. messenger of victory: a unit completly containing models
  301.  
  302. with this special rule do not scatter while deepstriking.
  303.  
  304. uprise: a unit completly containing models with this special
  305.  
  306. rule can "uprise". remove the unit and put it in active
  307.  
  308. reserve. may not be used in the same turn they appeared.
  309.  
  310. may take : up to 5 additional hawks
  311. one may be a exarch
  312. the exarch may exchange his laserblaster for a
  313. falcon claw or a sunbeamer
  314. the exarch may get a power weapon
  315. the exarch may take 2 powers:
  316. night vision
  317. sniper vision
  318. hit & run
  319.  
  320. heavy support : black khaindar: 3 man 90 pts
  321. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 3+
  322. exarch got +1 ws, bs, i, a
  323.  
  324. old nemesis, slow and purposeful
  325.  
  326. heavy aspect armor, khaindar rockelauncher with
  327.  
  328. starswarm rockets and khaindar targeting array.
  329.  
  330. may take up to 7 additional khaindar
  331. one may be a exarch
  332. he may exchance his weapon for a shuriken cannon
  333. eldar rocketlauncher with plasma and starstrike rockets,
  334.  
  335. may take additional anti air rockets
  336. or the orkan rocket launcher
  337. if the exarch got a khaindar rocketlauncher he may get
  338.  
  339. additional starstrike rockets.
  340. he may take up to 2 powers:
  341. night vision
  342. sniper vision
  343. fire hail
  344. may take a serpent as dedicated transport
  345.  
  346. and old nemesis is hatred slaanesh (daemon and mark of)
  347.  
  348. aswell as a -1 on the ld when doing fear tests against
  349.  
  350. slaanesh units.
  351.  
  352. power weapon = power weapon, you can decide what
  353.  
  354. model. its a power weapon in the book. nothing more
  355.  
  356. next up:
  357. spears of khaine: (fast attack) 75 points for 3
  358. ws 4 bs 4 s 3 t 4 w 1 i 5 a 1 ld 9 as 4+
  359. exarch got +1 ws, bs, i, a and 3+ as
  360.  
  361. old nemesis, outflank, skilled rider, battle trance
  362.  
  363. heavy aspect armor, haywire lance. eldar jetbike
  364.  
  365. may take up to 6 additional ones
  366. one may be a exarch
  367. the exarch may exchange his haywire lance for a
  368.  
  369. powerweapon or starlance
  370. the exarch may take up to 2 powers
  371. monsterhunter
  372. disarm
  373. hit & run
  374.  
  375. warpspiders: fast attack 95 points for 5
  376. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+
  377. exarch got +1 ws, bs, i, a and 3+ as
  378.  
  379. they are infantry with jet pack
  380.  
  381. old nemesis, battle trance, fleet, hit & run
  382.  
  383. heavy aspect armor, monothrower (may spelled wrong,
  384.  
  385. sorry) warpjump generator.
  386.  
  387. may take up to 5 additional spiders
  388. one may be a exarch
  389. he may exchange his monothrower for a twin linked one or
  390.  
  391. mono - blaster
  392. he may get a pair of power blades
  393. he may take up to 2 powers:
  394. sniper vision
  395. fire hail
  396. assassin
  397.  
  398. crimson hunters: fast attack 160 points for 1
  399. its a flyer
  400. bs 4 f 10 s 10 r 10 with 3 HP
  401. the exarch got +1 bs
  402.  
  403. skyhunter, perfect shot, vector dancer
  404.  
  405. 2 laserlances, 1 pulsar.
  406.  
  407. its only 1 flyer always, he may be upgraded to be a exarch
  408. he can exchance his both laserlances for starcannons
  409. he may take both powers:
  410. night vision
  411. sniper vision
  412.  
  413. guardians: troops: 10 for 90 points
  414. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
  415. plattform : ws - bs - s - t 5 w 1 i - a - ld - as 3+
  416. old nemesis, battle trance, fleet.
  417.  
  418. aramid armor, shuriken catapult
  419. plasma grenades
  420.  
  421. may take up to 10 additional guardians
  422. for each 10 in the unit one can get a weapon platform:
  423. shuriken cannon
  424. haywire laser
  425. laserlance
  426. starcannon
  427. eldar rocketlauncher with plasma and starstrike rockets
  428.  
  429. may take a serpent as Dedicated transport
  430.  
  431. storm guardians: 90 points for 10 also troops
  432. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
  433.  
  434. old nemesis, battletrance, fleet
  435.  
  436. aramid armor, shuriken pistol, chainsword, plasma
  437.  
  438. grenades.
  439.  
  440. may take up to 10 additional
  441. up to 2 may exchange chainsword + pistol for
  442. flamer, fusionbeamer
  443.  
  444. up to 2 (additional to the above) may exchange their
  445.  
  446. chainsword for powerswords
  447.  
  448. may take a serpent as transport
  449.  
  450. war walkers: heavy support: 60 pts for one
  451. ws 4 bs 4 s 5 f 10 s 10 r 10 i 5 a 2 hp 2
  452.  
  453. old nemesis, battletrance, scout, fleet
  454.  
  455. 2 shuriken cannons
  456. forcefield
  457.  
  458. may take up to 2 additional ones
  459. each shuriken cannon may be exchanged for the
  460.  
  461. following:
  462. laserlance
  463. haywire laser
  464. starcannon
  465. eldar rocketlauncher with plasma and starstrike rockets.
  466.  
  467. may also buy additional anti air rockets.
  468. may take vehicle upgrades
  469. they got the 5+ invul. base. yes. they are open topped
  470.  
  471. however (dont know if before just do it for you guys)
  472.  
  473. windrider jetbike squadron: troops 51 points for 3
  474. ws 4 bs 4 s 3 t 4 w 1 i 5 a 1 ld 8 as 3+
  475.  
  476. old nemesis, battle trance
  477.  
  478. aramid armor, eldar jetbike
  479.  
  480. may take up to 7 additional ones
  481. for each 3 in the unit one may exchange the twin linked
  482.  
  483. shuriken catapult on the bikefor a shurken cannon
  484.  
  485. support weapon platform battery: 30 points for 1 with 2
  486.  
  487. guardians
  488. guadian: ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
  489. platform got nothing except T 7 W 2 and a 3+ as
  490.  
  491. special rules (only guardians) old nemesis, battle trance,
  492.  
  493. fleet.
  494.  
  495. guardians : aramid armor, shuriken catapult, plasma
  496.  
  497. grenades
  498.  
  499. platform : mono- weaver
  500.  
  501. may take up 2 to additional platforms including guardians
  502.  
  503. may exchange the mono- weaver for a
  504. (sorry prolly wrong translation here) infrasound cannon
  505. or a warpcannon
  506.  
  507. vyper squadrons: fast attack 1 for 50 points
  508.  
  509. bs 4 f 10 s 10 r 10 2 hp
  510.  
  511. shuriken cannon, twin linked shuriken catapult
  512.  
  513. may take 2 additional vypers.
  514.  
  515. each vyper may echange the shuriken cannon for:
  516. starcannon
  517. laserlance
  518. haywire laser
  519. eldar rocketlauncher with plasma and starstrike rockets
  520. every vyper may exchange the twin linked shuriken
  521.  
  522. catapult for a shuriken cannon
  523. may take vehicle upgrades
  524.  
  525. fire prism: 125 for it
  526. bs 4 f 12 s 12 r 10 3 hp
  527.  
  528. fire prism, twin linked shurikencatapult
  529.  
  530. may exchange the shuriken catapult for a shuriken cannon
  531. may take vehicle upgrades
  532.  
  533. falcon: heavy support (as fire prism) 125 points
  534. bs 4 f 12 s 12 r 10 3 hp
  535.  
  536. pulsar, shuriken cannon, twin linked shuriken catapult.
  537.  
  538. transport capacity : 6
  539.  
  540. may exchange the shuriken cannon for :
  541. starcannon
  542. laserlance
  543. haywire laser
  544. eldar rocket launcher with plasma and starstrike rockets
  545. may exchange the twin linked shuriken catapult for a
  546.  
  547. shuriken cannon
  548. may take vehicle equipment
  549.  
  550. shadowweaver: (that wd one) 115 pts
  551. bs 4 f 12 s 12 r 10 3 hp
  552.  
  553. mono- cannon
  554. twin linked shuriken catapult
  555.  
  556. may exchange the twin linked catapult for shuriken cannon
  557. may take vehicle upgrades
  558.  
  559. serpent: 115 points (dedicated transport)
  560. bs 4 f 12 s 12 r 10 3 hp
  561.  
  562. twin linked shuriken cannon, twin linked shuriken catapult,
  563.  
  564. serpent shield
  565.  
  566. capacity : 12
  567.  
  568. may exchange the tl shuriken cannon for:
  569. twin linked laserlance
  570. twin linked starcannon
  571. twin linked haywire laser
  572. twin linked eldar rocketlauncher with plasma and starstrike
  573.  
  574. rockets.
  575. may exchange the tl shuriken catapult for a non twin linked
  576.  
  577. shriken cannon
  578.  
  579. may take vehicle upgrades
  580.  
  581. harlequins: 5 for 90 pts (elite)
  582. harlequin: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as -
  583. deathjoker: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as -
  584. fateseer: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as -
  585. mastermime: ws 5 bs 4 s 3 t 3 w 1 i 6 a 3 ld 9 as -
  586.  
  587. furious charge, fleet, hit & run
  588.  
  589. shuriken pistol, cc weapon, harlequin belt, holocoat.
  590.  
  591. may take additional 5 harlequins
  592. one may be a deathjoker exchanging the cc weapon and
  593.  
  594. pistol for a screamer cannon
  595. one may be a mastermime exchanging the cc weapon for
  596.  
  597. a harlequin whip. may exchange the whip for a
  598.  
  599. powersword
  600. one may be a fateseer becoming psyker lv 1 and granting
  601.  
  602. him hallucination grenades.
  603. each harlequin may exchange the CCW for a whip.
  604. up to 2 may exchange the pistol for a fusionpistol
  605.  
  606. the fateseer is psyker level 1 and got only 1 power:
  607. veil of teirs: blessing.
  608. every enemy shooting on the fateseer and his unit has to
  609.  
  610. roll 2d6 x 2 to see if they are within range. if they are not
  611.  
  612. they cannot decide to shoot on a different target
  613.  
  614. rangers: troops 60 points for 5
  615. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
  616.  
  617. old nemesis, move through cover, infiltrate, battle trance,
  618.  
  619. stealth, fleet.
  620.  
  621. aramid armor, ranger sniperrifle, shuriken pistol. may take
  622.  
  623. up to 5 additional rangers
  624.  
  625. wraithlord (heavy support 120 pts
  626. ws 4 bs 4 s 8 t 8 w 3 i 4 a 3 ld 10 as 3+
  627.  
  628. old nemesis, fearless
  629.  
  630. 2 shuriken catapults
  631.  
  632. each shuriken catapult may be exchanged for flamers.
  633.  
  634. may take a ghostglaive.
  635. may take up to 2 of the following:
  636. shurikencannon
  637. laserlance
  638. haywire laser
  639. starcannon
  640. eldar rocketlauncher with plasma and starstrike rockets
  641.  
  642. wraithguard: 160 for 5
  643. ws 4 bs 4 s 5 t 6 w 1 i 5 a 1 ld 10 as 3+
  644.  
  645. old nemesis, fearless, bulky
  646.  
  647. phantombeamer (sp)
  648. up to 5 additional ones
  649. the whole unit may exchange the beamers for
  650.  
  651. warpscythes
  652. the unit may take a serpent
  653.  
  654. wraithblades: also elite 160 base for 5
  655. ws 4 bs 4 s 5 t 6 w 1 i 5 a 1 ld 10 as 3+
  656.  
  657. old nemesis, fearless, bulky
  658.  
  659. 2 ghostblades
  660.  
  661. may take up to 5 additional
  662. the unit may exchange the ghost blades for ghost axe and
  663.  
  664. forceshield
  665.  
  666. may take a serpent
  667.  
  668. (you can give those fucks with a seer in it a 2+ armor
  669.  
  670. save.. just saying... but psychic powers come later )
  671.  
  672. wraithknight (you guys been waiting? ) heavy support 240
  673.  
  674. points
  675. ws 4 bs 4 s 10 t 8 w 6 i 5 a 4 ld 10 as 3+
  676. monstrous creature with jumppack
  677.  
  678. old nemesis, fearless
  679.  
  680. 2 heavy phantombeamer
  681.  
  682. may exchange both beamer for:
  683. ghostglaive and scattershield
  684. suncannon and scattershield
  685.  
  686. may take up to 2 of the following (in any combination):
  687. shuriken cannon
  688. haywire laser
  689. starcannon
  690.  
  691. sumach wraithhunter: fast attack : 185 pts
  692.  
  693. bs 4 f 10 s 10 r 10 3 hp
  694.  
  695. psyker level 1, psyker crew, vector dancer
  696.  
  697. he always comes with the terrify psychic power (telepathy)
  698.  
  699. no roll allowed
  700.  
  701. 2 heavy warpscythes, ghostbreaker, soulstones.
  702.  
  703. striking scorpions: elite : 85 points for 5
  704. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 3+ as
  705. exarch : +1 ws, bs, i and a
  706. old nemesis, move through cover infiltrate, battle trance,
  707.  
  708. stealth, fleet
  709.  
  710. heavy aspect armor, shuriken pistol, plasma grenades,
  711.  
  712. scorpion sword, mandiblasters
  713.  
  714. may take up to 5 additional
  715. one may be a exarch
  716. may replace the pistol for scorpion scissors
  717. may replace the sword for ripping blade
  718. may replace the pistol and the sword for a
  719.  
  720. scorpionscimiat (sp)
  721. may take 2 powers:
  722. monster hunter
  723. assassin
  724. crushing blow
  725.  
  726. may take a serpent
  727.  
  728. banshees: elite 75 points for 5
  729. ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 4+ as
  730. exarch +1 ws, bs, i a and 3+ as
  731. acrobatic, old nemesis, battle trance, fleet
  732.  
  733. aspect armor, heavy aspect armor (exarch), shuriken
  734.  
  735. pistol, power sword, banshee mask
  736.  
  737. may take up to 5 additional ones
  738.  
  739. one may be a exarch
  740. may exchange the powersword for:
  741. triskele or deathblade
  742. the exarch may exchange the pistol and power sword for
  743.  
  744. 2 mirror blades
  745. she may take up to 2 powers:
  746. fear
  747. disarm
  748. shield of grace
  749.  
  750. may take a serpent
  751.  
  752. asurmen: 220 pts
  753.  
  754. old nemesis, eternal warrior, fearless, counter attack, hand
  755.  
  756. of asuryan, battle trance, fleet, independent character
  757.  
  758. exarch powers:
  759. battle luck and shield of grace
  760.  
  761. phoenix armor, twin linked hunting catapult
  762.  
  763. hand of asuryan: if you play him he always has to be the
  764.  
  765. warlord... he rolls d3 times on the warlord chart. rerolling
  766.  
  767. doubles. holy cow o.o
  768.  
  769. relic: sword of asur: s +1 ap 2 master crafted, soulcut (for
  770.  
  771. each failed save by this blade the enemy has to make a ld
  772.  
  773. test. if he fails, instant death)
  774.  
  775. karandras: 230 points
  776. ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
  777.  
  778. old nemesis, move through cover, eternal warrior,
  779.  
  780. fearless, infiltrate, battle trance, night vision, fleet,
  781.  
  782. shrouded (o.o) independent character
  783.  
  784. phoenix armor, scorpion sword, scorpion scissors,
  785.  
  786. plasma grenades.
  787.  
  788. exarch powers: assassin, monster hunter
  789.  
  790. warlord trait: the 1st one. always
  791.  
  792. his relic, sting of the scorpion: in cc at iniatiative step 10
  793.  
  794. he causes a single automatic hit at strength 6 on a enemy
  795.  
  796. in base contact. if he is within a challenge the hit has to go
  797.  
  798. to the challenger. nothing else.
  799.  
  800. jain zar: 200 pts
  801. ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
  802.  
  803. acrobatic (counter attack for exarch and unit) old nemesis,
  804.  
  805. eternal warrior, fearless, battle trance, fleet, independent
  806.  
  807. character.
  808.  
  809. phoenix armor.
  810.  
  811. exarch powers: fear, disarm
  812.  
  813. relicts:
  814. silent death:
  815. shooting 12" s user ap 2 assault 4
  816. close combat: s user ap 2 melee.
  817.  
  818. blade of destruction:
  819. s user ap 2 melee, rending
  820.  
  821. mask of jain zar: if jain zar assaults the WS and initiative of
  822.  
  823. every enemy in the close combat is reduced by 5
  824.  
  825. (minimum 1)
  826.  
  827. always comes with the 3rd warlord trait
  828.  
  829.  
  830. fuegan: 220 pts
  831.  
  832. ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
  833.  
  834. old nemesis, eternal warrior, fearless, battle trance, fleet,
  835.  
  836. independent character, unbreakable resolve, feel no pain.
  837.  
  838. phoenix armor, fire pike, melta bombs
  839.  
  840. exarch powers: fire hail, crushing blow
  841.  
  842. relic axe of fire: s user ap 1 melee, armourbane
  843.  
  844. unbreakable resolve: on the end of each phase in which
  845.  
  846. fuegan lost a wound his S and his A increase by 1 for
  847.  
  848. each lost wound. last until the end of the game.
  849.  
  850. always comes with the 5th warlord power.
  851.  
  852. maugan ra
  853. ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
  854.  
  855. old nemesis, eternal warrior, fearless, hatred (chaos
  856.  
  857. daemons) battle trance, fleet, independent character,
  858.  
  859. relentless
  860.  
  861. phoenix armor
  862.  
  863. exarch powers: night vision, fire hail, sniper vision
  864.  
  865. relic : maugetar: 36" s 6 ap 5 assault 4 rending, pinning
  866. in close combat : s +2 ap 3 melee
  867.  
  868. always has the 5th warlord trait
  869.  
  870. baharroth: 195
  871.  
  872. ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
  873.  
  874. old nemesis, uprise, messenger of victory, eternal warrior,
  875.  
  876. fearless, battle trance, fleet, night vision, shining sun,
  877.  
  878. independent character
  879.  
  880. phoenix armor, falcon claws, haywire mines, plasma
  881.  
  882. grenades, falcon grenadelauncher, falcon wings.
  883.  
  884. exarch powers: battle luck, hit & run
  885.  
  886. shinging sun: every enemy that is within 6" when baharroth
  887.  
  888. deepstrikes count as having been hit by a weapon with the
  889.  
  890. blind special rune.
  891.  
  892. relic : shinging blade: s user ap 3 melee, blinding.
  893.  
  894. always has the 3rd warlord trait
  895.  
  896. eldrad: 205
  897. ws 5 bs 5 s 3 t 4 w 3 i 5 a 1 ld 10 as -
  898.  
  899. old nemesis, the path beyond, battle trance, psyker level
  900.  
  901. 4, fleet, independent character.
  902.  
  903. psychic powers : runes of fate, telepathy and divination
  904.  
  905. shurken pistol, hagun zar, ghost helm, runes of protection,
  906.  
  907. runes of clarity.
  908.  
  909. relics:
  910. armor of the last runes:
  911. 3+ invul
  912.  
  913. staff of ulthamar: s user ap 3 melee, lifebane, force
  914.  
  915. weapon, soubound
  916.  
  917. soulbound: whenever eldrad passes a psychic tests he
  918.  
  919. rolls a d6 on a 5+ he gains 1 warpcharge.
  920.  
  921. path beyond: after both sides have deployed but before
  922.  
  923. scouting moves are made you may redeploy d3+1 units.
  924.  
  925. you cannot switch from on the table in reserve or from
  926.  
  927. reserve on the board
  928.  
  929. always comes with the 2nd warlord trait
  930.  
  931. i will skip ilic however. i want one thing for you to see for
  932.  
  933. yourself
  934.  
  935. however if you play him you can make rangers to
  936.  
  937. pathfinders for +13 pts per model. granting precision
  938.  
  939. shots on 5+ and shrouded. (in addition to stealth)
  940.  
  941. and no you dont need anything to play a seer council, they
  942.  
  943. are just 1 unit per primary detatchment
  944.  
  945. wargear:
  946.  
  947. eldar rocketlauncher:
  948. plasma rocket: 48" s 4 ap 4 heavy 1 small blast, pinning
  949. anti air rocket : 48" s 7 ap 4 heavy 1 skyfire
  950. starstrike rocket: 48" s 8 ap 3 heavy 1, pinning
  951.  
  952. fusion pistol : 6" s 8 ap 1 melta, pistol
  953. fusionbeam: 12" s 8 ap 1 melta, assault 1
  954. firepike : 18" s 8 ap 1 melta, assault 1
  955.  
  956. haywire lance: shooting: 6" s 6 ap 3 assault 1 lance
  957. in close combat : s +3 ap 3 assault, impact, lance
  958.  
  959. impact: in the phases the user didnt assault with this weapon the weapon counts as a normal close combat weapon instead.
  960.  
  961. infrasound cannon : 48" s 7 ap 4 heavy 1 infrasound, pinning
  962.  
  963. 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.)
  964.  
  965. reaper misslelauncher: starstrike rocket: 47" s 8 ap 3 heavy 1 pinning
  966. starswarm rocket: 48" s 5 ap 3 heavy 2
  967.  
  968. laserblaster: 24" s3 ap 5 assault 3
  969. sunbeamer: 24" s 3 ap 3 assault 3, blinding
  970. falcon claw: 24" s 5 ap 5 asssault 3
  971. haywire laser: 36" s 6 ap 6 heavy 4, lasertargeting
  972. pulsar: 48" s 8 ap 2 heavy 2
  973. laser lance 36" s 8 ap 2 heavy 1 lance
  974.  
  975. 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
  976.  
  977. more to come
  978.  
  979. mono-blaster : 18" s 6 ap 1 rapid fire, monofilament, pinning
  980. mono- catapult : 12" s 6 ap - assault 2 monofilament
  981. mono- weaver: 48" s 6 ap 6, heavy 1 small blast, monofilament, barrage.
  982. mono-cannon:
  983. scattered: 48" s 7 ap 6 heavy 1 larg blast, monofilament, pinning, barrage
  984. concentrated: flame s 7 ap 6 heavy 1 monofilament, torrent.
  985.  
  986. 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
  987. units with mixed initiative use the highest initiative.
  988.  
  989. orkan rocketlauncher:
  990. 36" s 4 ap 3 heavy 2 small blast, barrage.
  991.  
  992. fire prism:
  993. scattered: 60" s 5 ap 3 heavy 1 large blast
  994. concentrated: 60" s 7 ap 2 heavy 1 small blast
  995. lance mode : 60" s 9 ap 1 heavy 1 lance
  996.  
  997. ranger rifle: 36" sx ap 6 heavy 1 sniper
  998.  
  999. shuriken pistol : 12" s 4 ap 5 pistol, shurikenstorm
  1000. shuriken catalpult : 12" s 4 ap 5 assault 2 shurikenstorm
  1001. huntinc catapult : 18" s 4 ap 5 assault 2 shurikenstorm
  1002. shurken cannon : 24" s 6 ap 5 assault 3 shurikenstorm
  1003. screamer cannon : 24" s 6 ap 5 assault 3 pinning, shurikenstorm
  1004.  
  1005. shurikenstorm : to wound rolls of 6 count as automatically wounded with ap 2
  1006.  
  1007. scorpion saber (the exchangeable weapon for pistol and sword):
  1008. shooting: 12" s 4 ap 5 assault 2, shurikenstorm
  1009. melee: s+1 ap 5 melee, rending.
  1010.  
  1011. scorpion scissiors:
  1012. shooting: 12" s 4 ap 5 assault 2 shurikenstorm
  1013. melee: sx2 ap 2 melee (not unwieldly)
  1014.  
  1015. starcannon : 36" s 6 ap 2 heavy 2
  1016. suncannon: 48" s 6 ap 2 heavy 3 small blasts
  1017.  
  1018. star lance:
  1019. shooting: 6" s 8 ap 2 assault 1 lance
  1020. melee: s 8 ap 2 melee, impact, lance
  1021.  
  1022. impact: in the phases the user didnt assault with this weapon the weapon counts as a normal close combat weapon instead.
  1023.  
  1024. triskele:
  1025. shooting: 12" s 3 ap 3 assault 3
  1026. melee: s user ap 3 melee
  1027.  
  1028. warpscythe: flamer s 4 ap 2 assault 1 warprift
  1029. heavy warpscythe: 18" s 4 ap 2 assault 1 small blast, warprift
  1030. phantom beamer: 12" s 10 ap 2 assault 1 warprift
  1031. warpcannon: 24" s 10 ap 2 heavy 1 small blast warprift
  1032. heavy phantombeamer( or wraithbeamer) 36" s 10 ap 2 assault 1 warprift
  1033.  
  1034. 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.
  1035.  
  1036. asuryans sword: s user ap 2 melee, soulcut:
  1037.  
  1038. for each unsaved wound caused by it the model has to pass a ld test or gets removed from play.
  1039.  
  1040. energy blades: 2 weapons: s user ap 3 melee
  1041.  
  1042. ghost axe: s +2 ap 2 melee, unwieldly
  1043. ghost glaive: s +1 ap 2 melee, master crafted
  1044. ghost sword: s +1 ap 3 melee
  1045.  
  1046. harlequin whip : s user ap - melee, rending
  1047.  
  1048. ripping blade: s +2 ap 4 melee, two handed
  1049.  
  1050. runespear:
  1051. shooting: 12" s 9 ap - assault 1 fleshbane
  1052. melee: s user ap - melee, lifebane, armourbane
  1053.  
  1054. scorpion sword: s +1 ap 6, melee
  1055.  
  1056. mirror blades: 2 weapons: s user ap 3 melee, mastercrafted
  1057.  
  1058. deathblade: s
  1059. s +2 ap 2 melee, two handed
  1060.  
  1061. seer staff: s user ap - melee, lifebane, armourbane, soulblaze
  1062.  
  1063. relics:
  1064.  
  1065. broken piece of anaris:
  1066. s +2 ap - melee, rending, vauls work
  1067.  
  1068. 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
  1069.  
  1070. faolchus wing:
  1071.  
  1072. 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....)
  1073.  
  1074. fireblade:
  1075.  
  1076. s+1 ap 3 melee, soulblaze, conflagration
  1077.  
  1078. 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.
  1079.  
  1080. hunting rifle of uldanoreth
  1081. 120" s x ap 3 heavy 1 sniper.
  1082.  
  1083. mantle of the laughing god:
  1084. the user loses the independent character special rule but gains stealth, shrouded, hit & run and can reroll failed cover saves
  1085.  
  1086. phoenix jewel:
  1087. 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.
  1088.  
  1089. soulstone of anath'lan
  1090.  
  1091. 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)
  1092.  
  1093. okay last thing: psychic powers:
  1094.  
  1095. runes of battle: each power has 2 effects. one for you and one for the enemy
  1096.  
  1097. primary:
  1098. either : blessing: the psyker and his unit have the shrouded special rule
  1099. or : a enemy unit within 18" loses the shrouded special rule
  1100.  
  1101. 1.
  1102. either : witchfire: flamer s 5 ap 4 assault 1 soulblaze
  1103. or: blessing: heals a lost wound on a model in a unit within 18", cannot restore dead models.
  1104.  
  1105. 2.
  1106. either: blessing: the psyker and his unit have the fearless special rule
  1107. or: malediction: a enemy unit within 18" reduces its LD by -3
  1108.  
  1109. 3.
  1110. either: blessing: the psyker and his unit have +1 ws and I
  1111. or : malediction: a enemy unit within 18" have -1 ws and I
  1112.  
  1113. 4.
  1114. either: blessing: the psyker and his unit increase their armorsave by 1 (yes. 2+ armor for wraithguard/blades!!)
  1115. or: a enemy unit within 18" reduces its armorsave by 1 (terminators get powerarmor, lol)
  1116.  
  1117. 5.
  1118. either: blessing: the psyker and his unit run additional 3"
  1119. or: malediction: a enemy unit within 18" cannot run
  1120.  
  1121. 6.
  1122. either: blessing: the psyker and his unit have +1 S
  1123. or: malediction: a enemy unit within 18" has -1 S
  1124.  
  1125. next up, runes of fate
  1126.  
  1127.  
  1128. relics can be given to almost every autarch, runeprophet etc.
  1129.  
  1130. Runes of Fate:
  1131.  
  1132. primary:
  1133. blessing: friendly unit within 24" may reroll failed to hit rolls
  1134.  
  1135. 1.
  1136. focused witchfire: 24" a enemy model suffers 3 hits with the strength of the runeprophet and the special rule lifebane.
  1137. 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.
  1138.  
  1139. 2.
  1140. 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
  1141.  
  1142. 3.
  1143. witchfire: 24" s 3 ap - assault 1 larg blast, haywire, lifebane, pinning
  1144.  
  1145. 4.
  1146. 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.
  1147. as long as the runeprophet has at least one token his stats get increased by:
  1148. WS, BS, I +5 and attacks +2. he also gains the rampage and fearless special rules.
  1149.  
  1150. if the runeprophet loses the last marker or the game ends he is removed as a casuality.
  1151. (this isnt even my final form!)
  1152.  
  1153. 5.
  1154. blessing: a friendly unit within 24" may reroll all failed saves
  1155.  
  1156. 6.
  1157. focused witchfire: 24"
  1158. the runeprophet and the target both roll a d6 and add their ld.
  1159.  
  1160. if the target result is higher, the runeprophets WS and BS gets reduced to 1.
  1161.  
  1162. if the result is equal the target model reduces its WS and BS to 1.
  1163.  
  1164. 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.
  1165.  
  1166.  
  1167. thats it guys. im finished, my hands hurt
  1168.  
  1169. hope you guys are happy
  1170.  
  1171.  
  1172. guys i was just kidding you :D let my my fun i had worked so hard on this:
  1173.  
  1174. however i only post his profile and costs. get the book :)
  1175.  
  1176. yriel: 140
  1177. ws 6 bs 6 s 3 t 3 w 4 i 7 a 4 ld 10 as 3+
  1178.  
  1179. nothing more :)
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