Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Farseer Scarpian (FarSr)
|
1 |
5 |
5 |
3 |
4 |
3 |
5 |
1 |
10 |
4(I)+ |
Independent Character; Psyker; Shuriken Pistol
(x1); Singing Spear |
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. |
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). |
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. |
Dire Avengers (Troops) |
8 |
4 |
4 |
3 |
3 |
1 |
5 |
1 |
9 |
4+ |
Shuriken Catapult |
Exarch |
1 |
5 |
5 |
3 |
3 |
1 |
6 |
2/3 |
9 |
3+ |
Shur. Pistol & Dire Sword |
Distract |
One model in contact with the Exarch
loses 1 attack. |
Defend |
If the Exarch strikes last in combat,
enemies need a '6' to hit him. |
Dire Avengers (Troops) |
8 |
4 |
4 |
3 |
3 |
1 |
5 |
1 |
9 |
4+ |
Shuriken Catapult |
Exarch |
1 |
5 |
5 |
3 |
3 |
1 |
6 |
2 |
9 |
3+ |
Shuriken Catapult |
Distract |
One model in contact with the Exarch
loses 1 attack. |
Defend |
If the Exarch strikes last in combat,
enemies need a '6' to hit him. |
Striking Scorpions (Elites) |
8 |
4 |
4 |
4 |
3 |
1 |
5 |
1/2 |
9 |
3+ |
Mandiblasters; Shuriken Pistol & CCW; Plasma
& Haywire Grenades |
Exarch |
1 |
5 |
5 |
4/9 |
3 |
1 |
6 |
2/3 |
9 |
3+ |
Mandiblasters; Scorpion's Claw; Shuriken Pistol;
Plasma & Haywire Grenades |
Crushing Blow |
+1 Strength (included on profile). |
Wave Serpent |
1 |
BS: 3 Front: 12 Side: 12 Rear: 10 |
Skimmer; Tank; Fast; Energy Field; Carries 10
models, or 5 Wraithguard and a Warlock; Cannot carry Avatars, Wraithlords
or Anti-Grav Platforms; Shuriken Cannon Upgrade; Linked Bright Lances |
Star Engines |
Instead of shooting, the vehicle
can move 2D6" straight forward. No troops may (dis)embark if you do this. |
Spirit Stone |
'Crew Shaken' results ignored on
a 4+. 'Crew Stunned' results changed to 'Crew Shaken' on a 4-5, and ignored
on a 6. |
Howling Banshees (Elites) |
8 |
4 |
4 |
3 |
3 |
1 |
5 |
1/2 |
9 |
4+ |
Power Weapon; Shuriken Pistol; Banshee Mask
|
Exarch |
1 |
5 |
5 |
3/5 |
3 |
1 |
6 |
2 |
9 |
3+ |
Executioner; Shuriken Pistol; Banshee Mask |
War Shout |
In the first round of Assault,
any enemy fighting the Exarch must pass a Ld test or reduce their WS by
1 for the rest of that Assault Phase. |
Acrobatic |
Before attacking in CC, the Exarch
may be repositioned in contact with any enemy model in the opposing unit. |
Wave Serpent |
1 |
BS: 3 Front: 12 Side: 12 Rear: 10 |
Skimmer; Tank; Fast; Energy Field; Carries 10
models, or 5 Wraithguard and a Warlock; Cannot carry Avatars, Wraithlords
or Anti-Grav Platforms; Linked Shuriken Catapults; Linked Star Cannon |
Spirit Stone |
'Crew Shaken' results ignored on
a 4+. 'Crew Stunned' results changed to 'Crew Shaken' on a 4-5, and ignored
on a 6. |
Warp Spiders (Elites) |
8 |
4 |
4 |
3 |
3 |
1 |
5 |
1 |
9 |
3+ |
Warp Jump Generators; Deathspinner |
Exarch |
1 |
5 |
5 |
3 |
3 |
1 |
6 |
2 |
9 |
3+ |
2 Deathspinners |
Withdraw |
Unit may voluntarily Fall Back
after the Assault Phase, enemy may only Consolidate. The unit automatically
regroups. |
Surprise Assault |
When the Exarch and his squad charge,
they get +2 At (rather than +1). |
Vyper Squadron (Fast Attack) |
1 |
BS: 3 Front: 10 Side: 10 Rear: 10 |
Fast; Skimmer; Open-Topped; Shuriken Cannon
Upgrade (x1); Bright Lance (x1) |
Crystal Targetting Matrix |
The vehicle can fire at any point
in the Movement Phase, instead of in the Shooting Phase. The TOTAL distance
moved (i.e., before and after shooting) determines how many weapons may
be fired. |
Vyper Squadron (Fast Attack) |
1 |
BS: 3 Front: 10 Side: 10 Rear: 10 |
Fast; Skimmer; Open-Topped; Linked Shuriken
Catapults (x1); Missile Launcher (x1) |
Crystal Targetting Matrix |
The vehicle can fire at any point
in the Movement Phase, instead of in the Shooting Phase. The TOTAL distance
moved (i.e., before and after shooting) determines how many weapons may
be fired. |
Vyper Squadron (Fast Attack) |
1 |
BS: 3 Front: 10 Side: 10 Rear: 10 |
Fast; Skimmer; Open-Topped; Linked Shuriken
Catapults (x1); Bright Lance (x1) |
Crystal Targetting Matrix |
The vehicle can fire at any point
in the Movement Phase, instead of in the Shooting Phase. The TOTAL distance
moved (i.e., before and after shooting) determines how many weapons may
be fired. |
Falcon Grav-Tank (Heavy Support) |
1 |
BS: 3 Front: 12 Side: 12 Rear: 10 |
Skimmer; Tank; Fast; Carries 6 models (not Avatars,
Wraithlords, Wraithguard, or squads with an Antigrav platform); Linked Shuriken
Catapults; Scatter Laser; Pulse Laser |
Holo-Field |
If vehicle is hit, roll twice on
the Damage table and choose the lowest dice. |
Spirit Stone |
'Crew Shaken' results ignored on
a 4+. 'Crew Stunned' results changed to 'Crew Shaken' on a 4-5, and ignored
on a 6. |
Falcon Grav-Tank (Heavy Support) |
1 |
BS: 3 Front: 12 Side: 12 Rear: 10 |
Skimmer; Tank; Fast; Carries 6 models (not Avatars,
Wraithlords, Wraithguard, or squads with an Antigrav platform); Linked Shuriken
Catapults; Scatter Laser; Pulse Laser |
Spirit Stone |
'Crew Shaken' results ignored on
a 4+. 'Crew Stunned' results changed to 'Crew Shaken' on a 4-5, and ignored
on a 6. |
Holo-Field |
If vehicle is hit, roll twice on
the Damage table and choose the lowest dice. |
Fire Prism (Heavy Support) |
1 |
BS: 3 Front: 12 Side: 12 Rear: 10 |
Skimmer; Tank; Fast; Linked Shuriken Catapults;
Prism Cannon |
Crystal Targetting Matrix |
The vehicle can fire at any point
in the Movement Phase, instead of in the Shooting Phase. The TOTAL distance
moved (i.e., before and after shooting) determines how many weapons may
be fired. |
Option Footnotes: |
|
2 Deathspinners |
12"R, S6, AP-, Assault 2. |
Banshee Mask |
Always strike first in the first
round of an assault. If both sides always strike first, they go simultaneously. |
Bright Lance |
36"R, S8, AP2, Assault 1. Treats
AV > 12 as 12. |
CC Weapon |
+1A if used with another CCW /
pistol. |
Deathspinner |
12"R, S6, AP-, Rapid Fire. |
Dire Sword |
No armour save in close combat.
If a multi-wound model is wounded by the Dire Sword, it must make a Ld test
or die horribly. |
Eldar Missile Launcher |
48"R. (S8, AP3, Heavy 1) OR (S4,
AP4, Heavy 1 Blast). |
Executioner |
No armour save in close combat.
+2S (included on profile). |
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. |
Linked Bright Lances |
36"R, S8, AP2, Assault 1, Linked.
Treats AV > 12 as 12. |
Linked Shuriken Catapults |
12"R, S4, AP5, Assault 2, Linked. |
Linked Star Cannon |
36"R, S6, AP2, Heavy 3, Linked. |
Mandiblasters |
Mandiblasters can be used in close
combat if their wearer is within 2" of an enemy. They strike at +2 Initiative,
inflicting an S4 hit on a roll of 4+. |
Plasma Grenades |
Negates effects of cover in combat. |
Power Weapon |
No armour save in close combat. |
Prism Cannon |
60"R, S9, AP2, Heavy 1 Blast. |
Pulse Laser |
48"R, S8, AP2, Heavy D3. |
Scatter Laser |
36"R, S6, AP6, Heavy D6. |
Scorpion's Claw |
12"R, S4, AP5, Assault 2. Doubles
Strength and no armour save in Close Combat, but always attacks last. |
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. |