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Eldar codex.

Avatar 315 – only 1 avatar per army allowed.


WS BS S T W I A Ld Sv
10 5 6 6 5 6 5 10 3+
Invulnerable save 4+
Daemon / Monstruous creature
Moltern body: Imune to melta and flame weapons (heat may not harm him!), while he is
allowed armor saves against plasma based weapons regardless of their AP ( in other words, all
plasma based weapons count as being AP - ) [ tau pulse rifles, plasma guns, disintegrator
cannons etc. ]
Fearless
Khaines wrath- all eldar models in 18'' from avatar are fearless and gain prefered enemy,
furious charge and counter attack special rule.
Wailing doom- 18'' S8 AP1 melta, lance, assault 1
„By my bloody hand!“ – Avatar may sacrifice all of his attacks to make one attack at S10
[armor saves ignored, successful invululnerable saves must be rerolled] If it kills a multiple
wound enemy, avatar restores 1 wound.
HQ
Farseer - 70 points
WS BS S T W I A Ld Sv
5 5 3 3 3 5 1 10 5+
Fleet of foot
Rune armor 4+ inv.save
Ghost helm
Wich blade and shuriken pistol / Singing spear ( 5 points cost)
(Wich bade – wounds on 3+ and ignores armor saves – against vehicles is treated as S8 )
(Singing spear – wounds on 2+ and ignores armor saves – against vehicles is treated as S 10 .
also may be thrown at following profile
range: 12'' S-X AP-2 )

Spirit stones - 20 points


(allow casting of one additional power/ cannot use same power twice in a row)

RUNES (farseer may have only 2 set of runes) (all runes cost 15 points except runes of
foresight which cost 20 points)
Runes of warding – all enemy psychers using psychic power against any eldar unit in 18''
from farseer must use 3d6 for psychic test and discard the lowest one.
Runes of witnessing – farseer uses 3d6 for psychic test and discards the one with greatest
number.
Runes of foresight – farseers invulnerable save improved to 3+ , also farseer may choose one
roll per round and reroll it
Runes of wrath – farseers initiative and attack increase by 1
Runes of potency – farseers powers have their range increased by 6''

Psychic powers: Farseer must know atleast 1 and up to 4 psychic powers. However she may
cast only 1 psychic power per turn.Unless equipped with spirit stones or allowed by other
means ( See Seer Council below )

Eldrich storm - 25 points– place a large blast anywhere in 18'' range of farseer. (does not
scatter) Any enemy models in the blast are wounded on 4+ , armor saves allowed , and
vehicles are glanced on roll of 6. If any vehicle is caught in E.storm throw scatter dice then
pivote the vehicle facing the direction showed by arrow. If „hit“ is rolled then you choose the
facing of the vehicle. Pinning ,( Assault 1)

Guide – 20 points – Choose a friendly unit of vehicle in range of 18'' . That unit may reroll all
roll to hit.

Doom – 25 points – Choose enemy unit or vehicle in 24'' range of farseer. Wounds against
that unit may be rerolled.

Fortune – 30 points – Choose a friendly unit or vehicle in range of 18''. That unit or vehicle
may reroll all saves.

Eldrich blast – 20 points – ranged attack- 18'', use small blast. S5 AP3 (assault 1) (unlike
E.storm this attack scatters)

Teleport – 20 points – During the movement phase farseer and or the unit he joined are treated
as jump infantry having all benefits from it. However, they may shoot and/or assault as if they
didn't move. (cannot use Force Wall and Teleport together)

Force wall – 35 points– Farseer and his unit may not move or assault but may shoot normaly.
Till the beggining of your next turn they ave 2+ invulnerable save against shooting attacks.

Dominate – 30 points – Choose 1 enemy unit or special character in 18'' range. Throw d6 and
add your Ld to it, enemy does the same (vehicles count as Ld 10 ). If the result is the same or
lesser than yours nothing happens. However if you have the higher score than the enemy you
gain the control of the enemies either movement phase for that unit, or shooting phase or
assault phase. Meaning you can order them to shoot to their own troops or move away from
you or not to assault you.

Mind war – 35 points – Choose 1 enemy unit or special character in 18'' range. Throw d6 and
add your Ld to it, enemy does the same. If the result is the same or lesser than yours nothing
happens. However if you have the higher score than the enemy, enemy looses number of
wounds equal to the to the number by how higher your result was. For instance, Space marine
captain scored 10 +3on d6 dice which is 13, however Farseer scored 6 on d6 and adding 10 of
its leadership means that Farseer won by 3 meaning Captain looses 3 wounds. If farseer
targets a unit of space marines which have Ld 9 with their Champion they all together would
loose 4 wounds, or if Farseer targeted Champion of space marines, he would loose 4 wounds
(but since he has only 1 wound that would be a waste of wounds )Walkers and vehicles count
as having Ld 10 and instead loosing wounds they get inflicted by glancing hits. Only
invulnerable save may save you from these wounds. Cover and armor saves are not allowed.
In addition, you may target the units inside the transport [Farseer may feel their minds as clear
as he can see, hear and smell things around him ]
[ This can kill even opponents with etheral warrior rule! ]
Seer council:
Warlock- 25 points per model ( for every farseer in your army you may add minimum 3 and
up to 5 warlocks in your seer council unit, up to maximum 10 for 2 farseers, both farseers or
farseer must be joined to seer council, seer council doesn't take up the HQ choice slot but it's
otherwise treated as one)
WS BS S T W I A Ld Sv
4 4 3 3 1 5 1 8 5+
Fleet of foot
Rune armor 4+ inv.save
Witch blade and shuriken pistol / Singing spear ( 5 point cost)
For 6 points upgrade to spirit seer (units 18'' around spirit seer don't need to pass wraithsight
test, otherwise, units 6'' around psyker [farseer or warlock] do not need to pass wraithsight
test])

Warlock must choose one warlock power:


Enchance – 15 points – add +1 to WS BS and Initiative
Destructor – 10 points – template S5 AP4 assault 1
Conceal –15 points– unit with conceal has 5+ cover save, or increase existing cover save by 1
Embolden – 5 – unit with embolden may reroll all Leadership and Psychich tests.
- In addition, for every embolden in seer council, Farseer that joined Seer
council may cast an additional psychic power
(Farseer may not cast the same power twice, nor may she cast more
powers than she knows )

[Farseer and seer council may be mounted on Jetbikes for 25 points per
model]

Autarch- 70 points
WS BS S T W I A Ld Sv
6 6 3 3 3 6 4 10 3+
Fleet of foot
Holofield – 4+ invulnerable save
Master tactician: +1 to reserves roll per autarch
Autarch may have one of these rules:
Fleet commander - 40 points – Falcons and Fire prisms may outflank.
Ambush – 35 points – Your units may start arriving from reserves at turn 1 ( they arrive on
4+ , or on 3+ if two autarchs are present) Autarch with this power may also infiltrate if unit
which he joined has infiltrate rule which wouldn't be otherwise permitted.
Veteran tactician – 30 points – Unit joined by Autarch and Autarch with this rule gain
Preffered enemy and may reroll failed morale and pinning tests. In addition to this, Autarch
has Crack Shot and if enemy has any bonuses for reserves, they are reduced by 1. (if there are
no bonuses, you may not reduce the number required for enemies reserves to arrive to
battlefield )

Autarch must choose from either 1 one handed and 1 two handed weapon, or 2 one handed
weapons
He may also choose aditional wargear.
One handed weapons: Two handed weapons
Fusion pistol - 10 points Avenger shuriken catapult - free
Shuriken pistol - free Death spinner – 10
Power weapon - 10 points Fusion gun – 15
Scorpion chainsaw - 5 points Reaper missile launcher – 20
Lance (only on jetbike) - 15 points Executioner – 20
Biting blade - 15
Hawks Talon – 30
Additional:
Mandiblasters -10points
Banshees Mask- 10points
Eldar Jetbike-30points
Warpjump Generator-20points
Sw.Hawk wings-20 points

ELITES:
Striking scorpion: 18 points per model (minimum 5 maximum 10 models) ( +12 for exarch
WS5 BS5 S3 T3 W1 I6 A2 Ld10 Sv 3+ )
WS BS S T W I A Ld Sv
4 4 3 3 1 5 1 10 3+
Fleet of foot
Shuriken pistol
Scorpion chainsaw (add +1 to attacker strength )
Scorpion stalker armor ( 3+ armor save, improve cover save by 1 )
Mandiblasters ( add +1 to attack profile)
Plasma grenades

Exarch Powers: Stalker- 5 points – unit gains move trough cover.


Shadow strike- 20 points - unit gains infiltrate special rule and scout special
rule.
Exarch gear- 20 points - Exchange Shuriken pistol with Scorpion claw with inbuilt shuriken
catapult. Scorpion claw doubles units strength but does not reduce his initiative like normal
power fists do.
- 5 points- Exchange S.chainsaw for Biting blade. It adds + 1 to users strength and
with every hit increase users strength by 1.
- 10 points - Exchange S.chainsaw and shuriken pistol for Chainsabers with inbuilt
shuriken pistols. Chainsabers add +2 to attack profile and +1 to stength, they also confer
rending rule.

Fire Dragons: 20 points per moder (minimum 5, maximum 10 models) ( +12 for exarch
WS5 BS5 S3 T3 W1 I6 A2 Ld10 Sv 3+ )
WS BS S T W I A Ld Sv
4 4 3 3 1 5 1 9 4+
Fleet of foot
Fusion gun ( 18'' S8 AP1 melta, assault 1 )
Melta Bombs

For every 5 Fire Dragons one may exchange his fusion gun for dragon breath flamer
( template S5 AP4 assault 1 ) at cost of 15 points.

Exarch powers: Crack shot – 10 points -


Tank hunters – 15 points -
Exarch gear: Exarch may exchange his fusion gun for Fire pike at 15 points ( 24'' S8 AP1
Assault 1 melta )
Exarch may exchange his fusion gun for Dragon breath flamer at 15 points.

Wraithguard: 35 points per model (minimum 3 maximum 10 models) (may have warlock
included [for points and other info see HQ
section])
WS BS S T W I A Ld Sv
4 4 5 6 1 4 1 10 3+
Wraithcannon ( 18'' wound on 2+, AP 2, on 6 instant death, against vehicle 1-2-nothing, 3-4-
glancing, 5-6-penetration)
Fearless
Wraithsight
Wraithbone resilience- Any poisioned weapon requires by 1 higher number to wound the
wraithguard, for instance, if wraithguard is hit by 2+ hellfire rounds he may be wounded only
on 3+ by it, or if he is hit by 4+ splinter rifle, he may be wounded only on 5+ by it. However!
This rule does not reduce chance to be wounded from snipers and other non-poisioned
weapons ( such as wraithcannon).

Howling Banshees: 18 points per model (minimum 5 maximum 10 models)(+12 for exarch
WS5 BS5 S3 T3 W1 I6 A2 Ld10 Sv 3+ )
WS BS S T W I A Ld Sv
4 4 3 3 1 5 1 9 4+
Fleet of foot
Power weapon
Shuriken pistol
Banshee mask (in the first round of assault wearer has Initiative 10 and ignores any initiative
bonuses and penalties )

Exarch powers: War shout- 30 points – enemy units in close combat with exarch have their
Ld reduced by 2 during the first round of combat.
Battle Acrobatics – 30 points – howling banshees gain counter attack and
furious charge.
Exarch gear: Executioner – 10 points – two handed power weapon that gives +2 bonus to
strength
Mirror swords – 10 points – 2 Power swords that give +2 to attack profile
Triskele – free – a one handed power weapon that may be used for both mele and
ranged combat. When thrown at enemy it has this profile: 12'' S3 AP2 Assault 3
Howling Banshee Exarch may choose only 1 „wargear“ choice.

Harlequins (same as in Eldar codex 4e )

TROOPS:

Dire avengers:14 points per model (minimum 5, maximum 10 models) ( +12 for exarch
WS5 BS5 S3 T3 W1 I6 A2 Ld10 Sv 3+ )
WS BS S T W I A Ld Sv
4 4 3 3 1 5 1 9 4+
Fleet of foot
Avenger shuriken catapult ( 18'' S4 AP5 Assault 3 )

Exarch powers: Blade storm- 20 points – avenger shuriken catapults gain rending rule
however they may not shoot next turn.
Defend – 10 points – unit attacking Dire avengers has it attack profile reduces
by 1 to a minimum 1.
Exarch gear: Twin Shuri Catapults – 10 points – treat as assault 6
Dire sword – 25 points – power sword that wounds on 4+ , if it wounds and
enemy survives, wounded enemy must pass leadership test or die.
Power weapon and shimmershield – 25points – shimmershield provides 5+
invulnerable save to Dire avengers.

Guardians: 10 points per model ( minimum 5 models maximum 10 models) ( may include
warlock)
WS BS S T W I A Ld Sv
3 3 3 3 1 4 1 8 5+
Fleet of foot
Shuriken catapult ( 12'' S4 AP5 Assault 3 )

Guardian defence weapon platform: - if this upgrade is chosen guardians may not embark any
transport.
To shoot weapon on weapon platform one guardian must operate it.
Shuriken cannon 15 points (24'' S6 AP5 heavy 4 )
Scatter laser 30 points(36'' S6 AP6 heavy 6)
Eldar missile launcher 25 points ( 48'' krak S8 AP1 heavy 1 /
plasma burst S4 AP4 heavy 1 small blast)
Star cannon 35 points (36'' S6 AP2 heavy 3)
Bright Lance 35 points ( 36'' S8 AP2 heavy 1 lance )
Storm Guardians: 10 points per model ( minimum 5 models maximum 10 models) ( may
include warlock)
WS BS S T W I A Ld Sv
3 3 3 3 1 4 1 8 5+
Fleet of foot
Surprise assault- If unit of storm guardians arrives via Webway portal it may move, shoot
and assault.
Close combat weapon and shuriken pistol
For every 3 models one guardian may replace his shuri. pistol for fusion pistol at 6 points per
model ( 12'' S8 AP1 melta) or hand flamer at 6 points per model ( template S4 AP5 ) (treat
hand flamer as pistol)

Rangers: 20 points per model ( minimum 5 maximum 10 models)


WS BS S T W I A Ld Sv
3 4 3 3 1 4 1 8 5+
Ranger long rifle ( 36'' wounds on 4+ AP 5, heavy 1, rending is on 5 and 6, pinning )
Stealth cloacks ( improve cover save by 1 )

For 5 points per model upgrade to Pathfinders


Pathfinders, in addition to Rangers rules gain Scout, Infiltrate and Stealth rules

Guardian Jetbikes 22 points per model ( minimum 3 maximum 12 models )


WS BS S T W I A Ld Sv
3 3 3 3(4) 1 4 1 8 3+
Jetbike armed with twin linked shuriken catapult
For every 3 jetbikes, one jetbike may upgrade his tw.shuriken catapults to Shuriken cannon
for 10 points.
Unit may include warlock (see HQ section for more info.)
FAST ATTACK:

Shining spears: 28 points per model ( minimum 3 maximum 6 ) ( +12 for exarch WS5 BS5
S3 T3/(4) W1 I6 A2 Ld10 Sv 3+ )
WS BS S T W I A Ld Sv
4 4 3 3(4) 1 5 1 9 3+
Jetbikes with tw.shuri.catapults
Laser lance ( S6 weapon [ in first round of assault counts as power weapon] , may be shot at
following profile 12'' S6 AP5 lance)

Exarch powers: Skilled riders – 15 points – ignore dangerous terrain when assaulting or
moving trough cover.
Withdraw – 10 points – hit and run
Exarch gear: Star lance – 10 points - ( S8 power weapon, ranged profile 12'' S8 AP2 lance )

Warp spiders: 20 points per model ( minimum 5 maximum 10) ( +12 for exarch WS5 BS5
S3 T3 W1 I6 A2 Ld10 Sv 3+ )
WS BS S T W I A Ld Sv
4 4 3 3 1 5 1 9 3+

Deep strike (always)


Death spinner ( 12'' S6 AP- assault 2 )
Warp jump generator ( teleportation/ jump unit, in assault phase may move 3d6 in any
direction if not in close combat, every time you teleport throw d6, on 1 one member of your
unit is claimed by warp and suffers from instant death)
Death in web- A unit hit by warpspiders counts as being in dangerous terrain if it moves next
turn.
Exarch powers: Withdraw – 10 points – hit and run
Exarch gear: Dual death spinner – 5 points – treat as assault 4
Power Blades – 10 points - power weapons that give +2 on attack profile
Spinneret rifle – 10 points - 18'' S6 AP1 assault 2

Swooping Hawks: 25 points per model (minimum 5 maximum 10) ( +12 for exarch WS5
BS5 S3 T3 W1 I6 A2 Ld10 Sv 3+ )
WS BS S T W I A Ld Sv
4 4 3 3 1 5 1 9 4+

Fleet of foot
Deep strike (only in missions that allow it)
Swooping Hawks Wings“jump pack“
Laser Blaster ( 24'' S3 AP3 assault 2 )
Plasma grenades
Haywire grenades ( against vehicles, 1-2-nothing, 3-4-glancing, 5-6-penetrating)
Swoop.Hawk.Grenade pack. ( on deep strike; range: n/a large blast S4 AP5 pinning)

Exarch powers: Crack shot – 15 -


Sky leap – 15 – same as in 4e Codex
Intrecept – 10 –same as in 4e Codex
Exarch gear: Hawk Talon- 20 points- 24'' S5 AP3 assault 3
Sunrifle – 15 points- 24'' S3 AP3 assault 6
Vyper squadron 50 points per model ( 1-3 models)
BS 3 , Front Armor 10, Side Armor 10, Rear Armor 10

Skimmer; Fast, open topped, Two-man crew ( may fire both of it's weapons even when
moving 12'', may fire only primary weapon when moving up to 18'' may not fire when
moving more than 18'')
Twin linked shuriken catapults – may be upgrades for 10 points per model to shuriken cannon
Weapons: must choose one from the following
Shuriken cannon 15 points (24'' S6 AP5 heavy 4 )
Scatter laser 30 points(36'' S6 AP6 heavy 6)
Eldar missile launcher 25 points ( 48'' krak S8 AP1 heavy 1 /
plasma burst S4 AP4 heavy 1 small blast)
Star cannon 35 points (36'' S6 AP2 heavy 3)
Bright Lance 35 points ( 36'' S8 AP2 heavy 1 lance )
Vehicle upgrades:
Holofields–30 points– vehicle gains 5+ inv.save and when moving flat out only on roll 6 it
may be hit by opponent regardless of their BS
Vectored engines- 10 points – if vehicle would crash due to being imobilised, it makes forced
landing at the end of movement phase and is imobilised normaly.
Star engines- 10 points- during assault phase vehicle may move up to an additional 6'' , this
may not be used in the same turn when units disembarked or embarked
Energy dispersion field – 25 points- all hits against vehicle are reduces to S8 if they are
above, and all melta, and lance rules are ignored and no weapon may use more than one dice
for penetration. Does not apply to close combat. ( WARNING: you may not have both
Holofields and Energy Dispersion Field !!!! )
Spirit stones – 10 points- reduce crew stunned to crew shaken
Targeting matrix – 10 points – this upgrade is given to one weapon on vehicle, all hits from
that weapon are resolved at BS 4. Since you may have only one targeting matrix choose
carefuly which weapon you want to upgrade with it.

HEAVY SUPPORT:

Support weapon battery: ( 1-3 models) (Warlock may join the unit, for points and upgrades
see HQ section )
WS BS S T W I A Ld Sv
3 3 3 3 1 4 1 8 5+
Fleet of foot
Shuriken catapult ( 12'' S4 AP5 Assault 3 )

Each weapon battery has 2 guardian crew members. ( to operate it requires at least 1 guardian)

D-cannon – 60 points per model – 36'' , always wound on 2+ , AP2, on roll 6 instant death,
small blast, heavy 1 Against vehicles 1-2-nothing, 3-4-glancing, 5-6-penetration
Shadow weaver – 40 points per model – 60'' S6 AP- large blast, pinning, - unit or vehicle hit
by it counts as being in dangerous terrain
Vibro cannon – 60 points per model – 36'' S4 AP- pinning,
- draw a line from vibro cannon, for every vibro cannon in unit add + 1 Strength,
every unit under the line suffers d6 + d3 hits for every additional vibro cannon in the unit.
Hits from vibro cannon automatically hit, for vehicles, instead suffer only 1 automatic
glancing hit, no cover saves! Units and vehicles hit by vibro cannon count as moving trough
cover.

Dark reapers: 35 points per model (minimun 3 maximum 6 models )( +12 for exarch WS5
BS5 S3 T3 W1 I6 A2 Ld10 Sv 3+ )
WS BS S T W I A Ld Sv
4 4 3 3 1 5 1 9 3+

Reaper launcher 48'' S5 AP3 heavy 2


For every 3 models one may exchange his Reaper launcher for Eldar missile launcher paying
25 points.

Exarch powers: Fast shot – 20 points-


Crack shot – 25 points -
Exarch Gear: Eldar missile launcher- 20 points
Ancient reaper launcher – 25 points – 48'' S4 AP3 , heavy 2, small blast, pinning.

Wraithlord 120 points (Ghosts of the past: for every wraithlord you may include two
wraithguard units with spirit seer as troop choice, for points and upgrades see Elite and HQ
sections. )
WS BS S T W I A Ld Sv
4 4 10 8 4 4 3 10 3+
Fearless
Wraithsight
Monstruous creature
Wraithbone resilience- Any poisioned weapon requires by 1 higher number to wound the
wraithlord, for instance, if wraithlord is hit by 2+ hellfire rounds he may be wounded only on
3+ by it, or if he is hit by 4+ splinter rifle, he may be wounded only on 5+ by it. However!
This rule does not reduce chance to be wounded from snipers and other non-poisioned
weapons ( such as Wraithcannon).
Blazing Guns ( may fire all of its weapons and assault)
Wargear:
either 2 shuriken catapults, 2 hand flamers or 1 shuriken catapult and hand flamer
Must choose 1 from the following (may choose 2 ) [choosing same weapon option makes it
twin linked ]
Shuriken cannon 15 points (24'' S6 AP5 heavy 4 )
Scatter laser 30 points(36'' S6 AP6 heavy 6)
Eldar missile launcher 25 points ( 48'' krak S8 AP1 heavy 1 /
plasma burst S4 AP4 heavy 1 small blast)
Star cannon 35 points (36'' S6 AP2 heavy 3)
Bright Lance 35 points ( 36'' S8 AP2 heavy 1 lance )
Wraithsword 10 points – may reroll rolls to hit (can't have 2
wraithswords )

Warwalker squadron (1-3) 50 points per model


WS BS S Front Armor 10/11 , Side Armor 10/11 , Rear Armor 10 Initiative 4 , Attack 2
3 3 5

Scouts
Disruption field ( front and side armor are treated as 11 instead of 10 also vehicle is not
treatet as open topped , Does not apply to close combat. )

May be upgraded with spirit stones, 5 points per model

Must choose 2 from the following:


Shuriken cannon 10 points (24'' S6 AP5 heavy 4 )
Scatter laser 25 points(36'' S6 AP6 heavy 6)
Eldar missile launcher 20 points ( 48'' krak S8 AP1 heavy 1 /
plasma burst S4 AP4 heavy 1 small blast)
Star cannon 30 points (36'' S6 AP2 heavy 3)
Bright Lance 30 points ( 36'' S8 AP2 heavy 1 lance )

Falcon 120 points


BS 3 Front Armor 12 , Side Armor 12 , Rear Armor 10

Transport capacity: 6 models (cannot carry wraithguard)


Two-man crew ( may fire both of it's weapons even when moving 12'', may fire only primary
weapon when moving up to 18'' )

Weapons:
Twin Linked Shuriken catapults: may be upgrades to shuriken cannon for 10 points
Pulse Laser: 48'' S8 AP2 Heavy 2

Must choose one from the following:


Shuriken cannon 15 points (24'' S6 AP5 heavy 4 )
Scatter laser 30 points(36'' S6 AP6 heavy 6)
Eldar missile launcher 25 points ( 48'' krak S8 AP1 heavy 1 /
plasma burst S4 AP4 heavy 1 small blast)
Star cannon 35 points (36'' S6 AP2 heavy 3)
Bright Lance 35 points ( 36'' S8 AP2 heavy 1 lance )
Vehicle upgrades:
Holofields – 30 points– vehicle gains 5+ inv.save and when moving flat out only on roll 6 it
may be hit by opponent regardless of their BS
Vectored engines- 10 points – if vehicle would crash due to being imobilised, it makes forced
landing at the end of movement phase and is imobilised normaly.
Star engines- 15 points- during assault phase vehicle may move up to an additional 6'' , this
may not be used in the same turn when units disembarked or embarked.
Energy dispersion field – 25 points- all hits against vehicle are reduces to S8 if they are
above, and all melta, and lance rules are ignored. , no weapon may use more than one dice for
penetration. Does not apply to close combat.( WARNING: you may not have both Holofields
and Energy Dispersion Field !!!! )
Spirit stones – 10 points- reduce crew stunned to crew shaken
Targeting matrix – 10 points – this upgrade is given to one weapon on vehicle, all hits from
that weapon are resolved at BS 4. Since you may have only one targeting matrix choose
carefuly which weapon you want to upgrade with it.

Fire Prism: 120 points


BS 3/4 Front Armor 12 , Side Armor 12 , Rear Armor 10
Targeting matrix included
Weapons:
Twin Linked Shuriken catapults: may be upgrades to shuriken cannon for 10 points
Prism cannon: 72'' S9 AP2 small blast, heavy 1, or , S5 AP4 large blast, heavy 1
Any number of fire prisms may combine their attack to produce more powerful beam. Choose
main fire prism, other fire prisms in range may sacrifice their attack in order to increase the
power of attack of the main fire prism. For every prism which sacrificed their attack increase
S by 1 and decrease AP by 1. (up to maximum S10 AP1 )

(even though fire prism has two pilots the time and concentration and energy required for
proper usage of Prism Cannon is such that it may not benefit from Two-man crew rule )

Vehicle upgrades:
Holofields – 30 points– vehicle gains 5+ inv.save and when moving flat out only on roll 6 it
may be hit by opponent regardless of their BS
Vectored engines- 10 points – if vehicle would crash due to being imobilised, it makes forced
landing at the end of movement phase and is imobilised normaly.
Star engines- 15 points- during assault phase vehicle may move up to an additional 12'' , this
may not be used in the same turn when units disembarked or embarked
Energy dispersion field – 25 points- all hits against vehicle are reduces to S8 if they are
above, and all melta, and lance rules are ignored. , no weapon may use more than one dice for
penetration. Does not apply to close combat.( WARNING: you may not have both Holofields
and Energy Dispersion Field !!!! )
Spirit stones – 10 points- reduce crew stunned to crew shaken

DEDICATED TRANSPORTS:

Webway portal 100 points: Only 1 per army !!!


Armor from all sides 14
Imune to crew shaken, imobilised and crew stunned results.
Only Wrecked and Destroyed apply to this „building“
Imbued Wraithbone : all hits against vehicle are reduces to S8 if they are above, and all
melta, and lance rules are ignored. In addition when rolling for penetration, no weapon can
ever use more then one dice. Also, weapons that penetrate instantly, such as D-cannons, may
penetrate only on rolls of 6.
Warp field: this building has 5+ invulnerable save against all ranged attacks.

Place Webway portal in the center of the table, or as close to the center as it is possible on
your side of the table [never at the opponents side if it cannot be in the center of the table,
unless you both agree to do so]. After the first turn your units may come from the reserves
from that portal, instead by using deep strike or other methods.
(note that they may not assault nor move in the turn they arrived but they may shoot or use
psychic powers normaly, vehicles may use star engines reserve if they are upgraded with
them, but units may not embark or disembark from vehicle in the turn they arrived from
webway and jetbikes may use their special 6'' move during the assault phase. )

In addition, any eldar unit may return to reserves if all members of it are in 6'' of Webway
portal. Units that returned trough webway may arrive only via deep strike or via webway
portal, so if the portal is destroyed and your unit can't deepstrike they are counted as
destroyed by the enemy.

Wave serpent: 100 points


BS 3 Front Armor 12 , Side Armor 12 , Rear Armor 10

Transport capacity: 12 models (may carry up to 5 wraithguard models and 2 special


characters)

Weapons:
Twin Linked Shuriken catapults: may be upgrades to shuriken cannon for 10 points

Must choose one from the following:


Twin-linked Shuriken cannon 20 points (24'' S6 AP5 heavy 4 )
Twin-linked Scatter laser 35 points(36'' S6 AP6 heavy 6)
Twin-linked Eldar missile launcher 30 points ( 48'' krak S8 AP1
heavy 1 / plasma burst S4 AP4 heavy 1
small blast)
Twin-linked Star cannon 40 points (36'' S6 AP2 heavy 3)
Twin-linked Bright Lance 40 points ( 36'' S8 AP2 heavy 1 lance )
Vehicle upgrades:
Holofields – 30 points– vehicle gains 5+ inv.save and when moving flat out only on roll 6 it
may be hit by opponent regardless of their BS
Vectored engines- 10 points – if vehicle would crash due to being imobilised, it makes forced
landing at the end of movement phase and is imobilised normaly.
Star engines- 15 points- during assault phase vehicle may move up to an additional 6'' , this
may not be used in the same turn when units disembarked or embarked
Energy dispersion field – 25 points- all hits against vehicle are reduces to S8 if they are
above, and all melta, and lance rules are ignored, no weapon may use more than one dice for
penetration. Does not apply to close combat. ( WARNING: you may not have both Holofields
and Energy Dispersion Field !!!! )
Spirit stones – 10 points- reduce crew stunned to crew shaken
Targeting matrix – 10 points – this upgrade is given to one weapon on vehicle, all hits from
that weapon are resolved at BS 4. Since you may have only one targeting matrix choose
carefuly which weapon you want to upgrade with it.

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