Eldar Army Orkan Baharr Strke Force Hammer

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.
Total Army Cost: 2214 Pts.
Notes:
All units with a save of 4+ or worse are Fleet of Foot.

Models in Army: 54


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Points Unused Percent
HQ (>=1unit <=2unit) 1 1 124 n/a 5%
Elite (<=3unit) 3 0 971 n/a 43%
Troops (>=2unit <=6unit) 2 4 304 n/a 13%
Fst. Atck. (<=3unit) 3 0 310 n/a 14%
Hvy. Supp. (<=3unit) 3 0 505 n/a 22%
Other (N/A) 0 n/a 0 n/a 0%
Equipment Summary 25 n/a 413 n/a 18%

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