Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Farseer Joncleave (FarSr)
 |
1 |
5 |
5 |
3 |
4 |
3 |
5 |
1/2 |
10 |
4(I)+ |
Independent Character; Psyker; Shuriken Pistol (x1); Witchblade (x1)
|
Ghosthelm |
Ignore Perils of the Warp on a 4+. Daemons fighting the wearer 1/2 WS. |
Runes of Witnessing |
When making Psychic tests, roll 3D6 and discard the highest dice. |
Runes of Warding |
An enemy Psyker within 6" trying to use a Psychic Power must roll 3D6 and discards the lowest dice when making a Psychic test. |
Mind War |
Choose an enemy model within 18". The Farseer and this model roll 1D6 and add Ld - for each point the Farseer wins by, the enemy suffers 1 wound. |
Guide |
At the start of the Eldar turn, nominate one Eldar unit within 6". This unit may re-roll missed shooting 'to hit' rolls until the start of the next Eldar turn (Guess Range weapons can re-roll the scatter dice). |
Warlock |
1 |
4 |
4 |
3 |
3 |
1 |
4 |
1 |
8 |
4(I)+ |
Psychic Powers; Shuriken Pistol (x1); Singing Spear
|
Guardian Defender Squad (Troops) |
12 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
Shuriken Catapult
|
Grav Platform & Crew |
2 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
Move and fire; Shuriken Catapult (x2); Missile Launcher (x1)
|
Warlock |
1 |
4 |
4 |
3 |
3 |
1 |
4 |
1 |
8 |
4(I)+ |
Shuriken Pistol (x1); Singing Spear
|
Conceal |
The Warlock's whole squad always has a 5+ cover save. |
Guardian Defender Squad (Troops) |
12 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
Shuriken Catapult
|
Grav Platform & Crew |
2 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
Move and fire; Shuriken Catapult (x2); Star Cannon (x1)
|
Warlock |
1 |
4 |
4 |
3 |
3 |
1 |
4 |
1/2 |
8 |
4(I)+ |
Shuriken Pistol (x1); Witchblade (x1)
|
Conceal |
The Warlock's whole squad always has a 5+ cover save. |
Guardian Storm Squad (Troops) |
12 |
3 |
3 |
3 |
3 |
1 |
4 |
1/2* |
8 |
5+ |
Shuriken Pistol & CCW (x10); Flamer (x1); Fusion Gun (x1); Haywire Grenades; Plasma & Krak Grenades |
Warlock |
1 |
4 |
4 |
3 |
3 |
1 |
4 |
1/2 |
8 |
4(I)+ |
Shuriken Pistol (x1); Witchblade (x1)
|
Enhance |
The Warlock's squad gain +1WS and +1I (Not shown on profile). |
Rangers (Troops) |
4 |
3 |
4 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
Infiltrate if allowed; Roll an extra dice in difficult terrain; Cameleoline cloaks; Shuriken Pistol; Ranger Long Rifle
|
Fire Dragons (Elites) |
5 |
4 |
4 |
3 |
3 |
1 |
5 |
1 |
9 |
4+ |
Fusion Gun; Meltabombs
|
Exarch |
1 |
5 |
5 |
3 |
3 |
1 |
6 |
2 |
9 |
3+ |
Firepike; Meltabombs
|
Tank Hunter |
The Exarch may re-roll all AP rolls. |
Burning Fist |
In Assault, re-roll failed 'to wound' rolls and ignore normal armour saves. |
Wraithguard (Elites) |
5 |
4 |
4 |
5 |
5 |
1 |
4 |
1 |
10 |
3+ |
Fearless; Wraithsight (unless led by a Farseer or Warlock); Wraithcannon
|
Warlock |
1 |
4 |
4 |
3 |
3 |
1 |
4 |
1 |
8 |
4(I)+ |
Shuriken Pistol (x1); Singing Spear
|
Enhance |
The Warlock's squad gain +1WS and +1I (Not shown on profile). |
Guardian Jetbike Squadron (Fast Attack) |
3 |
3 |
3 |
3 |
3/4 |
1 |
4 |
1 |
8 |
3+ |
12"R, S4, AP5, Assault 2, Linked; Jetbikes; Can always move 6" in the Assault Phase, in any direction, if not Broken; Shuriken Pistol; Linked Shuriken Catapults (x2); Shuriken Cannon (x1) |
Dark Reapers (Heavy Support) |
4 |
4 |
4 |
3 |
3 |
1 |
5 |
1 |
9 |
4+ |
Reaper Launcher
|
Exarch |
1 |
5 |
5 |
3 |
3 |
1 |
6 |
2 |
9 |
3+ |
Missile Launcher
|
Fast Shot |
If the Exarch is firing an Assault or Heavy weapon, add 1 to the number of shots it gets (e.g., Heavy 2 becomes Heavy 3). If he fires a Pistol or Rapid Fire weapon, he never counts as moving. This skill cannot be used at the same time as Crack Shot. |
Crack Shot |
The enemy gets no cover saves against the Exarch's shots, and the Exarch may re-roll failed 'to wound' rolls. This skill cannot be used at the same time as Fast Shot. |
War Walker (Heavy Support) |
2 |
WS: 3 BS: 3 S: 5 I: 4 A: 2 |
Front Armour: 10; Side Armour: 10; Rear Armour: 10; Walker; Open-Topped; Energy Field in Front arc; Left Scatter Laser (x2); Right Scatter Laser (x2)
|
Wraithlord (Heavy Support) |
1 |
4 |
4 |
5/10 |
8 |
3 |
4 |
2/3 |
10 |
3+ |
Implacable Advance; Fearless; Flamer (x1); Shuriken Catapult (x1); Star Cannon
|
Option Footnotes: |
|
CC Weapon |
+1A if used with another CCW / pistol. |
Eldar Missile Launcher |
48"R. (S8, AP3, Heavy 1) OR (S4, AP4, Heavy 1 Blast). |
Firepike |
18"R, S8, AP1, Assault 1. +D6 AP at 9". |
Flamer |
Template, S4, AP5, Assault 1. |
Fusion Gun |
12"R, S6, AP1, Assault 1. +D6 AP at 6". |
Haywire Grenades |
Use against vehicles or immobilised Dreadnoughts. Each model using the grenades rolls 1D6: 1 = no effect, 2-5 = glancing hit, 6 = penetrating hit. |
Krak Grenades |
When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 6+1D6. |
Linked Shuriken Catapults |
12"R, S4, AP5, Assault 2, Linked. |
Meltabombs |
When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6. |
Plasma Grenades |
Negates effects of cover in combat. |
Ranger Long Rifle |
36"R, Hits on 2+, Wounds on 4+, AP6, Heavy 1. If a '6' is rolled to hit, the shot has AP1. |
Reaper Launcher |
48"R, S5, AP3, Heavy 2. |
Scatter Laser |
36"R, S6, AP6, Heavy D6. |
Shuriken Cannon |
24"R, S6, AP5, Heavy 3. |
Shuriken Catapult |
12"R, S4, AP5, Assault 2. |
Shuriken Pistol |
12"R, S4, AP5, Pistol. |
Singing Spear |
12"R, Wounds on 2+, AP-, Assault 1. May be used in close combat OR shooting, but not both in the same turn. Against vehicles, has 3*St + D6 AP. |
Star Cannon |
36"R, S6, AP2, Heavy 3. |
Witchblade |
Wounds on 2+. 3 * St + D6 AP. |
Wraithcannon |
12"R, Wounds on 4+, AP1, Assault 1. On a roll of '6' to wound, inflicts 'instant death'. Causes Glancing Hits on a roll of 4, and Penetrating Hits on a 5+. |