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- eldar warlord traits:
- 1. one use only. in the own shooting or assault phase, the
- warlord and all allies within 12" reroll failed to wound rolls
- of 1.
- 2. one use only. in the enemys shooting phase. the
- warlord and all allies within 12" gain the stealth usr.
- 3. the warlord and his unit add +1 to their run movement
- (so d6 + 1)
- 4. the warlord rerolls failed saves of 1.
- 5. the warlord got the split fire usr
- 6. allied eldar units deepstriking within 6" around the
- warlord dont scatter.
- exarch abilites. some are USR some are codex specific:
- fear, monsterhunter, night vision, feel no pain, hit & run.
- sniper vision : the exarch has precision shots on a 5+
- iron resolve: the exarch has +1 LD
- disarm: in a challenge before striking blows, the exarch
- player and the enemy both roll a d6. if the exarch player
- rolls equal or higher than the enemy the enemys weapon
- counts as a normal close combat weapon instead.
- if the WS of the exarch is higher than the enemy, you add
- +1 to your D6 roll.
- fire hail (may be spelled wrong i translate here): the
- exarch may fire his weapon 1 more time than normal. has
- no use on flamers.
- assassin: in a challenge, the exarch and his enemy both
- roll a D6. if equal or higher the exarch may reroll failed to
- wound rolls. if the initiative of the exarch is higher than the
- opponents, he adds +1 to his roll.
- shield of grace: in a challenge, instead of attacking the
- exarch has a 3+ invulnerable save.
- battle luck : 4+ invul for the exarch
- crushing blow : +1 S for the exarch.
- whats interessting is : the avatar can get exarch powers.
- so pretty fun
- army special rules :
- old nemesis : hatred (daemons of slaanesh and enemys
- with the mark of slaanesh) also they have -1 on their LD
- when doing fear tests against daemons of slaanesh and
- enemys with the mark of slaanesh
- battletrance: the unit may run and shoot or shoot and run.
- you have to run& shoot or shoot& run with each unit
- before you can move the next unit. models cannot run &
- shoot or shoot & run with heavy weapons unless they got
- the relentless special rule.
- vehicle equipment:
- mindbreaker: every enemy and friendly unit within 12" has
- to reroll passed lmorale and pinning tests.
- ghostpath matrix: the vehicle gets the move through cover
- USR
- holofield: the vehicle grants +1 on its cover save if it has
- moved.
- forcefield : 5+ invul
- crystal targeting matrix: one use only. the vehicle (except
- walkers) can fire a weapon at full BS even if it has moved
- with cruising speed.
- soulstones: the vehicle ignores crew shaken on 2+ and
- crew stunned on 4+
- serpent shield: as long as the shield is active, every
- penetrating hit on the front and side armor of a vehicle is a
- glance on a d6 roll of 2+
- the shield may be deactivated to grant a following
- shooting attack :
- 60" s 7 ap - assault d6+1, ignores cover, pinning.
- star engine: a vehicle that is no walker can move 24" with
- cruising speed. a walker runs +3"
- vector engine: as long as the vehicle isnt immobilized, the
- vehicle can turn after shooting.
- Avatar:
- 195 base
- WS 10 BS 10, S 6 W 6 W 5 I 10 A 5 LD 10 AS 3+
- old nemesis, daemon, fearless, battletrance, khaines
- presence, fleet, glowing body.
- relic : screaming blade can be used as shooting weapon.
- 12" S 8 ap 1 assault 1 melta.
- or in close combat, S user ap 1. melta
- may take 2 of the following (i wont post points)
- night vision, fire hail, monsterhunter, crushing strke, sniper
- vision, disarm.
- glowing body: pyromancy, flaming weapons and all
- attacks with the special rule melta and or soulfire have no
- effect on the avatar.
- runeprophet: 100 pts base
- ws 5 BS 5 S 3 T 3 W 3 I 5 A 1 ld 10 AS-
- old nemesis, battletrance, psyker level 3, fleet,
- independent character.
- gear: rune armor, shuriken pistol, hagun zar, ghosthelm.
- may take a runespeer instead of hagun zar.
- may take runes of protection
- runes of clarity
- eldar jetbike
- may take items of the relics of old glory (coming to that
- later)
- runes of protection : only useable once, before rolling for
- deny the witch you can decide to use the runes to boost
- your deny the witch by +2
- runes of clarity : one use, if the psyker fails a psychic test
- he may reroll the test (can also do it if he has perils)
- rune armor : 4+ invul
- autarch: 70 points base
- ws 6 bs 6 s 3 t 3 w 3 i 6 a 3 ld 10 as 3+
- old nemesis, battletrance, path of strategy, fleet,
- independent character.
- heavy aspect armor, shuriken pistol, impuls mines, plasma
- grenades, power shield.
- path of strategy: for each autarch in your army you may
- modify your reserve rolls by +1 or -1
- may take one of the following:
- eldar jetbike,
- falcon wings
- warpjumpgenerator
- one of the following:
- banshee mask
- mandiblaster
- up to 2 of the following:
- scorpion sword
- huntercatapult
- laserblaster
- fusion gun
- haywire lance (only on jetbike)
- mono-catapult
- powerweapon
- khaindar rocketlauncher with starswarm rockets
- may take items of the old relics
- wraithseer: 70 pts
- ws 5 bs 5 s 3 t 3 w 2 i 5 a 1 ld 9 as -
- old nemesis, ghost marks, battletrance, psyker level 2,
- fleet, independent character.
- rune armor, shuriken pistol seer stave.
- wraith mark : select a enemy unit at any point in the game
- within 24" of the wraithseer. all wraith units attacking or
- shooting that target reroll missed rolls of 1s on to hit rolls
- voice of the dead : if you select a wraithseer as HQ.
- wraithguard and wraithblades are troops instead of elite
- he can roll on runes of battle and telepathy. no further
- upgrades for him
- runeprophet is runes of fate, divination and telepathy btw.
- seer council: 35 pts
- ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as -
- old nemesis, battletrance, psyker level 1, fleet.
- rune armor, shuriken pistol, hagun zar.
- psychic powers: runes of battle only.
- options: up to additional 9 seer's
- each model may take a runespear instead of hagun zar.
- each model may take a jetbike
- you may have one seer council for each primary
- detatchmend. they may be in a unit and can be split up like
- wolf guard. each runeseer you cannot attach sticks to his
- unit (max 1 per attached unit)
- guardians, storm guardians, windrider jetbike squadron,
- support weapon platform batter.
- asuryans avengers (still troops) 65 points
- ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+
- exarch +1 ws, bs, i, a and 3+ as
- old nemesis, counter attack, battle trance, fleet.
- aspect armor, (heavy for exarch), hunt catapult. plasma
- grenades.
- options: up to 5 additional avengers
- 1 may be a exarch
- the exarch may take instead of his hunting catapult:
- twin linked hunting catapult
- powerweapon and shuriken pistol
- asuryans sword and shuriken pistol
- powerweapon and flickershield
- the exarch may take up to 2 powers:
- disarm
- shield of grace
- battleluck
- the unit may get a serpent as dedicated transport
- swooping hawks: (fast attack) 80 points for 5
- ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+
- exarch got +1 ws, bs, i, a and 3+ as
- old nemesis, uprise, messenger of victory, battle trance,
- fleet.
- aspect armor (heavy for exarch) laserblaster, impuls
- mines, plasma grenades. falcon grenade launcher, falcon
- wings.
- messenger of victory: a unit completly containing models
- with this special rule do not scatter while deepstriking.
- uprise: a unit completly containing models with this special
- rule can "uprise". remove the unit and put it in active
- reserve. may not be used in the same turn they appeared.
- may take : up to 5 additional hawks
- one may be a exarch
- the exarch may exchange his laserblaster for a
- falcon claw or a sunbeamer
- the exarch may get a power weapon
- the exarch may take 2 powers:
- night vision
- sniper vision
- hit & run
- heavy support : black khaindar: 3 man 90 pts
- ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 3+
- exarch got +1 ws, bs, i, a
- old nemesis, slow and purposeful
- heavy aspect armor, khaindar rockelauncher with
- starswarm rockets and khaindar targeting array.
- may take up to 7 additional khaindar
- one may be a exarch
- he may exchance his weapon for a shuriken cannon
- eldar rocketlauncher with plasma and starstrike rockets,
- may take additional anti air rockets
- or the orkan rocket launcher
- if the exarch got a khaindar rocketlauncher he may get
- additional starstrike rockets.
- he may take up to 2 powers:
- night vision
- sniper vision
- fire hail
- may take a serpent as dedicated transport
- and old nemesis is hatred slaanesh (daemon and mark of)
- aswell as a -1 on the ld when doing fear tests against
- slaanesh units.
- power weapon = power weapon, you can decide what
- model. its a power weapon in the book. nothing more
- next up:
- spears of khaine: (fast attack) 75 points for 3
- ws 4 bs 4 s 3 t 4 w 1 i 5 a 1 ld 9 as 4+
- exarch got +1 ws, bs, i, a and 3+ as
- old nemesis, outflank, skilled rider, battle trance
- heavy aspect armor, haywire lance. eldar jetbike
- may take up to 6 additional ones
- one may be a exarch
- the exarch may exchange his haywire lance for a
- powerweapon or starlance
- the exarch may take up to 2 powers
- monsterhunter
- disarm
- hit & run
- warpspiders: fast attack 95 points for 5
- ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+
- exarch got +1 ws, bs, i, a and 3+ as
- they are infantry with jet pack
- old nemesis, battle trance, fleet, hit & run
- heavy aspect armor, monothrower (may spelled wrong,
- sorry) warpjump generator.
- may take up to 5 additional spiders
- one may be a exarch
- he may exchange his monothrower for a twin linked one or
- mono - blaster
- he may get a pair of power blades
- he may take up to 2 powers:
- sniper vision
- fire hail
- assassin
- crimson hunters: fast attack 160 points for 1
- its a flyer
- bs 4 f 10 s 10 r 10 with 3 HP
- the exarch got +1 bs
- skyhunter, perfect shot, vector dancer
- 2 laserlances, 1 pulsar.
- its only 1 flyer always, he may be upgraded to be a exarch
- he can exchance his both laserlances for starcannons
- he may take both powers:
- night vision
- sniper vision
- guardians: troops: 10 for 90 points
- ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
- plattform : ws - bs - s - t 5 w 1 i - a - ld - as 3+
- old nemesis, battle trance, fleet.
- aramid armor, shuriken catapult
- plasma grenades
- may take up to 10 additional guardians
- for each 10 in the unit one can get a weapon platform:
- shuriken cannon
- haywire laser
- laserlance
- starcannon
- eldar rocketlauncher with plasma and starstrike rockets
- may take a serpent as Dedicated transport
- storm guardians: 90 points for 10 also troops
- ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
- old nemesis, battletrance, fleet
- aramid armor, shuriken pistol, chainsword, plasma
- grenades.
- may take up to 10 additional
- up to 2 may exchange chainsword + pistol for
- flamer, fusionbeamer
- up to 2 (additional to the above) may exchange their
- chainsword for powerswords
- may take a serpent as transport
- war walkers: heavy support: 60 pts for one
- ws 4 bs 4 s 5 f 10 s 10 r 10 i 5 a 2 hp 2
- old nemesis, battletrance, scout, fleet
- 2 shuriken cannons
- forcefield
- may take up to 2 additional ones
- each shuriken cannon may be exchanged for the
- following:
- laserlance
- haywire laser
- starcannon
- eldar rocketlauncher with plasma and starstrike rockets.
- may also buy additional anti air rockets.
- may take vehicle upgrades
- they got the 5+ invul. base. yes. they are open topped
- however (dont know if before just do it for you guys)
- windrider jetbike squadron: troops 51 points for 3
- ws 4 bs 4 s 3 t 4 w 1 i 5 a 1 ld 8 as 3+
- old nemesis, battle trance
- aramid armor, eldar jetbike
- may take up to 7 additional ones
- for each 3 in the unit one may exchange the twin linked
- shuriken catapult on the bikefor a shurken cannon
- support weapon platform battery: 30 points for 1 with 2
- guardians
- guadian: ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
- platform got nothing except T 7 W 2 and a 3+ as
- special rules (only guardians) old nemesis, battle trance,
- fleet.
- guardians : aramid armor, shuriken catapult, plasma
- grenades
- platform : mono- weaver
- may take up 2 to additional platforms including guardians
- may exchange the mono- weaver for a
- (sorry prolly wrong translation here) infrasound cannon
- or a warpcannon
- vyper squadrons: fast attack 1 for 50 points
- bs 4 f 10 s 10 r 10 2 hp
- shuriken cannon, twin linked shuriken catapult
- may take 2 additional vypers.
- each vyper may echange the shuriken cannon for:
- starcannon
- laserlance
- haywire laser
- eldar rocketlauncher with plasma and starstrike rockets
- every vyper may exchange the twin linked shuriken
- catapult for a shuriken cannon
- may take vehicle upgrades
- fire prism: 125 for it
- bs 4 f 12 s 12 r 10 3 hp
- fire prism, twin linked shurikencatapult
- may exchange the shuriken catapult for a shuriken cannon
- may take vehicle upgrades
- falcon: heavy support (as fire prism) 125 points
- bs 4 f 12 s 12 r 10 3 hp
- pulsar, shuriken cannon, twin linked shuriken catapult.
- transport capacity : 6
- may exchange the shuriken cannon for :
- starcannon
- laserlance
- haywire laser
- eldar rocket launcher with plasma and starstrike rockets
- may exchange the twin linked shuriken catapult for a
- shuriken cannon
- may take vehicle equipment
- shadowweaver: (that wd one) 115 pts
- bs 4 f 12 s 12 r 10 3 hp
- mono- cannon
- twin linked shuriken catapult
- may exchange the twin linked catapult for shuriken cannon
- may take vehicle upgrades
- serpent: 115 points (dedicated transport)
- bs 4 f 12 s 12 r 10 3 hp
- twin linked shuriken cannon, twin linked shuriken catapult,
- serpent shield
- capacity : 12
- may exchange the tl shuriken cannon for:
- twin linked laserlance
- twin linked starcannon
- twin linked haywire laser
- twin linked eldar rocketlauncher with plasma and starstrike
- rockets.
- may exchange the tl shuriken catapult for a non twin linked
- shriken cannon
- may take vehicle upgrades
- harlequins: 5 for 90 pts (elite)
- harlequin: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as -
- deathjoker: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as -
- fateseer: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as -
- mastermime: ws 5 bs 4 s 3 t 3 w 1 i 6 a 3 ld 9 as -
- furious charge, fleet, hit & run
- shuriken pistol, cc weapon, harlequin belt, holocoat.
- may take additional 5 harlequins
- one may be a deathjoker exchanging the cc weapon and
- pistol for a screamer cannon
- one may be a mastermime exchanging the cc weapon for
- a harlequin whip. may exchange the whip for a
- powersword
- one may be a fateseer becoming psyker lv 1 and granting
- him hallucination grenades.
- each harlequin may exchange the CCW for a whip.
- up to 2 may exchange the pistol for a fusionpistol
- the fateseer is psyker level 1 and got only 1 power:
- veil of teirs: blessing.
- every enemy shooting on the fateseer and his unit has to
- roll 2d6 x 2 to see if they are within range. if they are not
- they cannot decide to shoot on a different target
- rangers: troops 60 points for 5
- ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
- old nemesis, move through cover, infiltrate, battle trance,
- stealth, fleet.
- aramid armor, ranger sniperrifle, shuriken pistol. may take
- up to 5 additional rangers
- wraithlord (heavy support 120 pts
- ws 4 bs 4 s 8 t 8 w 3 i 4 a 3 ld 10 as 3+
- old nemesis, fearless
- 2 shuriken catapults
- each shuriken catapult may be exchanged for flamers.
- may take a ghostglaive.
- may take up to 2 of the following:
- shurikencannon
- laserlance
- haywire laser
- starcannon
- eldar rocketlauncher with plasma and starstrike rockets
- wraithguard: 160 for 5
- ws 4 bs 4 s 5 t 6 w 1 i 5 a 1 ld 10 as 3+
- old nemesis, fearless, bulky
- phantombeamer (sp)
- up to 5 additional ones
- the whole unit may exchange the beamers for
- warpscythes
- the unit may take a serpent
- wraithblades: also elite 160 base for 5
- ws 4 bs 4 s 5 t 6 w 1 i 5 a 1 ld 10 as 3+
- old nemesis, fearless, bulky
- 2 ghostblades
- may take up to 5 additional
- the unit may exchange the ghost blades for ghost axe and
- forceshield
- may take a serpent
- (you can give those fucks with a seer in it a 2+ armor
- save.. just saying... but psychic powers come later )
- wraithknight (you guys been waiting? ) heavy support 240
- points
- ws 4 bs 4 s 10 t 8 w 6 i 5 a 4 ld 10 as 3+
- monstrous creature with jumppack
- old nemesis, fearless
- 2 heavy phantombeamer
- may exchange both beamer for:
- ghostglaive and scattershield
- suncannon and scattershield
- may take up to 2 of the following (in any combination):
- shuriken cannon
- haywire laser
- starcannon
- sumach wraithhunter: fast attack : 185 pts
- bs 4 f 10 s 10 r 10 3 hp
- psyker level 1, psyker crew, vector dancer
- he always comes with the terrify psychic power (telepathy)
- no roll allowed
- 2 heavy warpscythes, ghostbreaker, soulstones.
- striking scorpions: elite : 85 points for 5
- ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 3+ as
- exarch : +1 ws, bs, i and a
- old nemesis, move through cover infiltrate, battle trance,
- stealth, fleet
- heavy aspect armor, shuriken pistol, plasma grenades,
- scorpion sword, mandiblasters
- may take up to 5 additional
- one may be a exarch
- may replace the pistol for scorpion scissors
- may replace the sword for ripping blade
- may replace the pistol and the sword for a
- scorpionscimiat (sp)
- may take 2 powers:
- monster hunter
- assassin
- crushing blow
- may take a serpent
- banshees: elite 75 points for 5
- ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 4+ as
- exarch +1 ws, bs, i a and 3+ as
- acrobatic, old nemesis, battle trance, fleet
- aspect armor, heavy aspect armor (exarch), shuriken
- pistol, power sword, banshee mask
- may take up to 5 additional ones
- one may be a exarch
- may exchange the powersword for:
- triskele or deathblade
- the exarch may exchange the pistol and power sword for
- 2 mirror blades
- she may take up to 2 powers:
- fear
- disarm
- shield of grace
- may take a serpent
- asurmen: 220 pts
- old nemesis, eternal warrior, fearless, counter attack, hand
- of asuryan, battle trance, fleet, independent character
- exarch powers:
- battle luck and shield of grace
- phoenix armor, twin linked hunting catapult
- hand of asuryan: if you play him he always has to be the
- warlord... he rolls d3 times on the warlord chart. rerolling
- doubles. holy cow o.o
- relic: sword of asur: s +1 ap 2 master crafted, soulcut (for
- each failed save by this blade the enemy has to make a ld
- test. if he fails, instant death)
- karandras: 230 points
- ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
- old nemesis, move through cover, eternal warrior,
- fearless, infiltrate, battle trance, night vision, fleet,
- shrouded (o.o) independent character
- phoenix armor, scorpion sword, scorpion scissors,
- plasma grenades.
- exarch powers: assassin, monster hunter
- warlord trait: the 1st one. always
- his relic, sting of the scorpion: in cc at iniatiative step 10
- he causes a single automatic hit at strength 6 on a enemy
- in base contact. if he is within a challenge the hit has to go
- to the challenger. nothing else.
- jain zar: 200 pts
- ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
- acrobatic (counter attack for exarch and unit) old nemesis,
- eternal warrior, fearless, battle trance, fleet, independent
- character.
- phoenix armor.
- exarch powers: fear, disarm
- relicts:
- silent death:
- shooting 12" s user ap 2 assault 4
- close combat: s user ap 2 melee.
- blade of destruction:
- s user ap 2 melee, rending
- mask of jain zar: if jain zar assaults the WS and initiative of
- every enemy in the close combat is reduced by 5
- (minimum 1)
- always comes with the 3rd warlord trait
- fuegan: 220 pts
- ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
- old nemesis, eternal warrior, fearless, battle trance, fleet,
- independent character, unbreakable resolve, feel no pain.
- phoenix armor, fire pike, melta bombs
- exarch powers: fire hail, crushing blow
- relic axe of fire: s user ap 1 melee, armourbane
- unbreakable resolve: on the end of each phase in which
- fuegan lost a wound his S and his A increase by 1 for
- each lost wound. last until the end of the game.
- always comes with the 5th warlord power.
- maugan ra
- ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
- old nemesis, eternal warrior, fearless, hatred (chaos
- daemons) battle trance, fleet, independent character,
- relentless
- phoenix armor
- exarch powers: night vision, fire hail, sniper vision
- relic : maugetar: 36" s 6 ap 5 assault 4 rending, pinning
- in close combat : s +2 ap 3 melee
- always has the 5th warlord trait
- baharroth: 195
- ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
- old nemesis, uprise, messenger of victory, eternal warrior,
- fearless, battle trance, fleet, night vision, shining sun,
- independent character
- phoenix armor, falcon claws, haywire mines, plasma
- grenades, falcon grenadelauncher, falcon wings.
- exarch powers: battle luck, hit & run
- shinging sun: every enemy that is within 6" when baharroth
- deepstrikes count as having been hit by a weapon with the
- blind special rune.
- relic : shinging blade: s user ap 3 melee, blinding.
- always has the 3rd warlord trait
- eldrad: 205
- ws 5 bs 5 s 3 t 4 w 3 i 5 a 1 ld 10 as -
- old nemesis, the path beyond, battle trance, psyker level
- 4, fleet, independent character.
- psychic powers : runes of fate, telepathy and divination
- shurken pistol, hagun zar, ghost helm, runes of protection,
- runes of clarity.
- relics:
- armor of the last runes:
- 3+ invul
- staff of ulthamar: s user ap 3 melee, lifebane, force
- weapon, soubound
- soulbound: whenever eldrad passes a psychic tests he
- rolls a d6 on a 5+ he gains 1 warpcharge.
- path beyond: after both sides have deployed but before
- scouting moves are made you may redeploy d3+1 units.
- you cannot switch from on the table in reserve or from
- reserve on the board
- always comes with the 2nd warlord trait
- i will skip ilic however. i want one thing for you to see for
- yourself
- however if you play him you can make rangers to
- pathfinders for +13 pts per model. granting precision
- shots on 5+ and shrouded. (in addition to stealth)
- and no you dont need anything to play a seer council, they
- are just 1 unit per primary detatchment
- mono-blaster : 18" s 6 ap 1 rapid fire, monofilament, pinning
- mono- catapult : 12" s 6 ap - assault 2 monofilament
- mono- weaver: 48" s 6 ap 6, heavy 1 small blast, monofilament, barrage.
- mono-cannon:
- scattered: 48" s 7 ap 6 heavy 1 larg blast, monofilament, pinning, barrage
- concentrated: flame s 7 ap 6 heavy 1 monofilament, torrent.
- monofilmanet: if the targeted unit has initiative 3 or less (or nothing) the strength of the weapon counts as beeing one point higher. on a wound roll of 6 thiw weapon wounds automatically and counts as ap 1
- units with mixed initiative use the highest initiative.
- orkan rocketlauncher:
- 36" s 4 ap 3 heavy 2 small blast, barrage.
- fire prism:
- scattered: 60" s 5 ap 3 heavy 1 large blast
- concentrated: 60" s 7 ap 2 heavy 1 small blast
- lance mode : 60" s 9 ap 1 heavy 1 lance
- ranger rifle: 36" sx ap 6 heavy 1 sniper
- shuriken pistol : 12" s 4 ap 5 pistol, shurikenstorm
- shuriken catalpult : 12" s 4 ap 5 assault 2 shurikenstorm
- huntinc catapult : 18" s 4 ap 5 assault 2 shurikenstorm
- shurken cannon : 24" s 6 ap 5 assault 3 shurikenstorm
- screamer cannon : 24" s 6 ap 5 assault 3 pinning, shurikenstorm
- shurikenstorm : to wound rolls of 6 count as automatically wounded with ap 2
- scorpion saber (the exchangeable weapon for pistol and sword):
- shooting: 12" s 4 ap 5 assault 2, shurikenstorm
- melee: s+1 ap 5 melee, rending.
- scorpion scissiors:
- shooting: 12" s 4 ap 5 assault 2 shurikenstorm
- melee: sx2 ap 2 melee (not unwieldly)
- starcannon : 36" s 6 ap 2 heavy 2
- suncannon: 48" s 6 ap 2 heavy 3 small blasts
- star lance:
- shooting: 6" s 8 ap 2 assault 1 lance
- melee: s 8 ap 2 melee, impact, lance
- triskele:
- shooting: 12" s 3 ap 3 assault 3
- melee: s user ap 3 melee
- warpscythe: flamer s 4 ap 2 assault 1 warprift
- heavy warpscythe: 18" s 4 ap 2 assault 1 small blast, warprift
- phantom beamer: 12" s 10 ap 2 assault 1 warprift
- warpcannon: 24" s 10 ap 2 heavy 1 small blast warprift
- heavy phantombeamer( or wraithbeamer) 36" s 10 ap 2 assault 1 warprift
- warprift not vehicle units get automatically wounded on a to wound roll of 6 and also causes instant death. against vehicles every penetration roll of 6 is a penetrating hit.
- asuryans sword: s user ap 2 melee, soulcut:
- for each unsaved wound caused by it the model has to pass a ld test or gets removed from play.
- energy blades: 2 weapons: s user ap 3 melee
- ghost axe: s +2 ap 2 melee, unwieldly
- ghost glaive: s +1 ap 2 melee, master crafted
- ghost sword: s +1 ap 3 melee
- harlequin whip : s user ap - melee, rending
- ripping blade: s +2 ap 4 melee, two handed
- runespear:
- shooting: 12" s 9 ap - assault 1 fleshbane
- melee: s user ap - melee, lifebane, armourbane
- scorpion sword: s +1 ap 6, melee
- mirror blades: 2 weapons: s user ap 3 melee, mastercrafted
- deathblade: s
- s +2 ap 2 melee, two handed
- seer staff: s user ap - melee, lifebane, armourbane, soulblaze
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