Eldar Army Orkan Baharr Anchor Force Anvil

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+.
Total Army Cost: 1860 Pts.
Notes:
All units with a save of 4+ or worse are Fleet of Foot.

Models in Army: 72


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Points Unused Percent
HQ (>=1unit <=2unit) 1 1 335 n/a 18%
Elite (<=3unit) 2 1 341 n/a 18%
Troops (>=2unit <=6unit) 4 2 536 n/a 28%
Fst. Atck. (<=3unit) 1 2 125 n/a 6%
Hvy. Supp. (<=3unit) 3 0 523 n/a 28%
Other (N/A) 0 n/a 0 n/a 0%
Equipment Summary 13 n/a 200 n/a 10%

Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc.