From 3++
banshee mask: a unit assaulted by models with with banshee masks has -5 initiative. (min 1)
eldar jetibke: a unit with eldar jetbike has a 3+ armor save with twin linked shuricen catapults. (no T increase)
ghost helm: when suffering a perils of the warp the user can sacrifice a unspend warpcharge to ignore the wound
harlequin belt: units do not get slowed by terrain
khaindar targeting: enemys dont get jink saves against shooting from units with khaindartargetting
power shield : 4+ invul
falcon wings: a unit with this upgrade counts as jump infantry.
falcon grenade launcher:
if a unit deepstrikes and has no mishap (lol) can one model can use a special shooting attack in its movement phase. after firing the grenade launcehr the unit may still shoot in the shooting phase, if possible the unit has to fire on the same target:
24" s 4 ap 4 assault 1 ignores cover, grenade shower
grenade shower: no line of sight needed. if the unit has at least 6 falcon grenade launchers it is a larg blast template. if there are less grenade launchers in the unit it is a small blast instead.
mandiblaster: a modell with mandiblasters automatically causes a s 3 hit at initiative 10. wich cannot be modified by any means. in a challenge this has to go against the challenger.
flickerfield: 5+
scatterfield: 5+ invul. if the model passes a invulnerable save all units (friend and foe) within 6" that are not locked in close combat are counted as having been hit by a weapon with the blending special rule. a unit that passes the test once, is for the remainder of that phase immune to blinding.
Acrobatic - Unit comprised of only banshees add 3" to run move
banshee mask: a unit assaulted by models with with banshee masks has -5 initiative. (min 1)
eldar jetibke: a unit with eldar jetbike has a 3+ armor save with twin linked shuricen catapults. (no T increase)
ghost helm: when suffering a perils of the warp the user can sacrifice a unspend warpcharge to ignore the wound
harlequin belt: units do not get slowed by terrain
khaindar targeting: enemys dont get jink saves against shooting from units with khaindartargetting
power shield : 4+ invul
falcon wings: a unit with this upgrade counts as jump infantry.
falcon grenade launcher:
if a unit deepstrikes and has no mishap (lol) can one model can use a special shooting attack in its movement phase. after firing the grenade launcehr the unit may still shoot in the shooting phase, if possible the unit has to fire on the same target:
24" s 4 ap 4 assault 1 ignores cover, grenade shower
grenade shower: no line of sight needed. if the unit has at least 6 falcon grenade launchers it is a larg blast template. if there are less grenade launchers in the unit it is a small blast instead.
mandiblaster: a modell with mandiblasters automatically causes a s 3 hit at initiative 10. wich cannot be modified by any means. in a challenge this has to go against the challenger.
flickerfield: 5+
scatterfield: 5+ invul. if the model passes a invulnerable save all units (friend and foe) within 6" that are not locked in close combat are counted as having been hit by a weapon with the blending special rule. a unit that passes the test once, is for the remainder of that phase immune to blinding.
Acrobatic - Unit comprised of only banshees add 3" to run move
1. one use only. in the own shooting or assault phase, the warlord and all allies within 12" reroll failed to wound rolls of 1.
2. one use only. in the enemys shooting phase. the warlord and all allies within 12" gain the stealth usr.
3. the warlord and his unit add +1 to their run movement (so d6 + 1)
4. the warlord rerolls failed saves of 1.
5. the warlord got the split fire usr
6. allied eldar units deepstriking within 6" around the warlord dont scatter.
Exarch abilites. some are USR some are codex specific:
fear, monsterhunter, night vision, feel no pain, hit & run.
sniper vision : the exarch has precision shots on a 5+
iron resolve: the exarch has +1 LD
disarm: in a challenge before striking blows, the exarch player and the enemy both roll a d6. if the exarch player rolls equal or higher than the enemy the enemys weapon counts as a normal close combat weapon instead. If the WS of the exarch is higher than the enemy, you add +1 to your D6 roll.
fire hail (may be spelled wrong i translate here): the exarch may fire his weapon 1 more time than normal. has no use on flamers.
assassin: in a challenge, the exarch and his enemy both roll a D6. if equal or higher the exarch may reroll failed to wound rolls. if the initiative of the exarch is higher than the opponents, he adds +1 to his roll.
shield of grace: in a challenge, instead of attacking the exarch has a 3+ invulnerable save.
battle luck : 4+ invul for the exarch
crushing blow : +1 S for the exarch.
whats interessting is : the avatar can get exarch powers.
Army special rules :
old nemesis : hatred (daemons of slaanesh and enemys with the mark of slaanesh) also they have -1 on their LD when doing fear tests against daemons of slaanesh and enemys with the mark of slaanesh
battletrance: the unit may run and shoot or shoot and run. you have to run& shoot or shoot& run with each unit before you can move the next unit. models cannot run & shoot or shoot & run with heavy weapons unless they got the relentless special rule.
vehicle equipment:
mindbreaker: every enemy and friendly unit within 12" has to reroll passed lmorale and pinning tests.
ghostpath matrix: the vehicle gets the move through cover USR
holofield: the vehicle grants +1 on its cover save if it has moved.
forcefield : 5+ invul
crystal targeting matrix: one use only. the vehicle (except walkers) can fire a weapon at full BS even if it has moved with cruising speed.
soulstones: the vehicle ignores crew shaken on 2+ and crew stunned on 4+
serpent shield: as long as the shield is active, every penetrating hit on the front and side armor of a vehicle is a glance on a d6 roll of 2+
the shield may be deactivated to grant a following shooting attack : 60" s 7 ap - assault d6+1, ignores cover, pinning.
star engine: a vehicle that is no walker can move 24" with cruising speed. a walker runs +3"
vector engine: as long as the vehicle isnt immobilized, the vehicle can turn after shooting.
Avatar:
195 base
WS 10 BS 10, S 6 W 6 W 5 I 10 A 5 LD 10 AS 3+
old nemesis, daemon, fearless, battletrance, khaines presence, fleet, glowing body.
relic : screaming blade can be used as shooting weapon.
12" S 8 ap 1 assault 1 melta.
or in close combat, S user ap 1. melta
may take 2 of the following (i wont post points)
night vision, fire hail, monsterhunter, crushing strke, sniper vision, disarm.
glowing body: pyromancy, flaming weapons and all attacks with the special rule melta and or soulfire have no effect on the avatar.
runeprophet: 100 pts base
ws 5 BS 5 S 3 T 3 W 3 I 5 A 1 ld 10 AS-
old nemesis, battletrance, psyker level 3, fleet,
independent character.
gear: rune armor, shuriken pistol, hagun zar, ghosthelm.
may take a runespeer instead of hagun zar.
may take runes of protection
runes of clarity
eldar jetbike
may take items of the relics of old glory (coming to that later)
runes of protection : only useable once, before rolling for deny the witch you can decide to use the runes to boost your deny the witch by +2
runes of clarity : one use, if the psyker fails a psychic test he may reroll the test (can also do it if he has perils)
rune armor : 4+ invul
autarch: 70 points base
ws 6 bs 6 s 3 t 3 w 3 i 6 a 3 ld 10 as 3+
old nemesis, battletrance, path of strategy, fleet, independent character.
heavy aspect armor, shuriken pistol, impuls mines, plasma grenades, power shield.
path of strategy: for each autarch in your army you may
modify your reserve rolls by +1 or -1
may take one of the following:
eldar jetbike,
falcon wings
warpjumpgenerator
one of the following:
banshee mask
mandiblaster
up to 2 of the following:
scorpion sword
huntercatapult
laserblaster
fusion gun
haywire lance (only on jetbike)
mono-catapult
powerweapon
khaindar rocketlauncher with starswarm rockets
may take items of the old relics
wraithseer: 70 pts
ws 5 bs 5 s 3 t 3 w 2 i 5 a 1 ld 9 as -
old nemesis, ghost marks, battletrance, psyker level 2,
fleet, independent character.
rune armor, shuriken pistol seer stave.
wraith mark : select a enemy unit at any point in the game
within 24" of the wraithseer. all wraith units attacking or shooting that target reroll missed rolls of 1s on to hit rolls
voice of the dead : if you select a wraithseer as HQ. wraithguard and wraithblades are troops instead of elite he can roll on runes of battle and telepathy. no further upgrades for him
runeprophet is runes of fate, divination and telepathy btw.
seer council: 35 pts
ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as -
old nemesis, battletrance, psyker level 1, fleet.
rune armor, shuriken pistol, hagun zar.
psychic powers: runes of battle only.
options: up to additional 9 seer's
each model may take a runespear instead of hagun zar.
each model may take a jetbike
you may have one seer council for each primary
detatchmend. they may be in a unit and can be split up like
wolf guard. each runeseer you cannot attach sticks to his
unit (max 1 per attached unit)
guardians, storm guardians, windrider jetbike squadron,
support weapon platform batter.
asuryans avengers (still troops) 65 points
ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+
exarch +1 ws, bs, i, a and 3+ as
old nemesis, counter attack, battle trance, fleet.
aspect armor, (heavy for exarch), hunt catapult. plasma
grenades.
options: up to 5 additional avengers
1 may be a exarch
the exarch may take instead of his hunting catapult:
twin linked hunting catapult
powerweapon and shuriken pistol
asuryans sword and shuriken pistol
powerweapon and flickershield
the exarch may take up to 2 powers:
disarm
shield of grace
battleluck
the unit may get a serpent as dedicated transport
swooping hawks: (fast attack) 80 points for 5
ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+
exarch got +1 ws, bs, i, a and 3+ as
old nemesis, uprise, messenger of victory, battle trance, fleet.
aspect armor (heavy for exarch) laserblaster, impuls mines, plasma grenades. falcon grenade launcher, falcon
wings.
messenger of victory: a unit completly containing models with this special rule do not scatter while deepstriking.
uprise: a unit completly containing models with this special rule can "uprise". remove the unit and put it in active
reserve. may not be used in the same turn they appeared.
may take : up to 5 additional hawks
one may be a exarch
the exarch may exchange his laserblaster for a
falcon claw or a sunbeamer
the exarch may get a power weapon
the exarch may take 2 powers:
night vision
sniper vision
hit & run
heavy support : black khaindar: 3 man 90 pts
ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 3+
exarch got +1 ws, bs, i, a
old nemesis, slow and purposeful
heavy aspect armor, khaindar rockelauncher with
starswarm rockets and khaindar targeting array.
may take up to 7 additional khaindar
one may be a exarch
he may exchance his weapon for a shuriken cannon
eldar rocketlauncher with plasma and starstrike rockets,
may take additional anti air rockets
or the orkan rocket launcher
if the exarch got a khaindar rocketlauncher he may get
additional starstrike rockets.
he may take up to 2 powers:
night vision
sniper vision
fire hail
may take a serpent as dedicated transport
and old nemesis is hatred slaanesh (daemon and mark of) aswell as a -1 on the ld when doing fear tests against slaanesh units.
power weapon = power weapon, you can decide what model. its a power weapon in the book. nothing more
next up:
spears of khaine: (fast attack) 75 points for 3
ws 4 bs 4 s 3 t 4 w 1 i 5 a 1 ld 9 as 4+
exarch got +1 ws, bs, i, a and 3+ as
old nemesis, outflank, skilled rider, battle trance
heavy aspect armor, haywire lance. eldar jetbike
may take up to 6 additional ones
one may be a exarch
the exarch may exchange his haywire lance for a
powerweapon or starlance
the exarch may take up to 2 powers
monsterhunter
disarm
hit & run
warpspiders: fast attack 95 points for 5
ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+
exarch got +1 ws, bs, i, a and 3+ as
they are infantry with jet pack
old nemesis, battle trance, fleet, hit & run
heavy aspect armor, monothrower (may spelled wrong,
sorry) warpjump generator.
may take up to 5 additional spiders
one may be a exarch
he may exchange his monothrower for a twin linked one or
mono - blaster
he may get a pair of power blades
he may take up to 2 powers:
sniper vision
fire hail
assassin
crimson hunters: fast attack 160 points for 1
its a flyer
bs 4 f 10 s 10 r 10 with 3 HP
the exarch got +1 bs
skyhunter, perfect shot, vector dancer
2 laserlances, 1 pulsar.
its only 1 flyer always, he may be upgraded to be a exarch
he can exchance his both laserlances for starcannons
he may take both powers:
night vision
sniper vision
guardians: troops: 10 for 90 points
ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
plattform : ws - bs - s - t 5 w 1 i - a - ld - as 3+
old nemesis, battle trance, fleet.
aramid armor, shuriken catapult
plasma grenades
may take up to 10 additional guardians
for each 10 in the unit one can get a weapon platform:
shuriken cannon
haywire laser
laserlance
starcannon
eldar rocketlauncher with plasma and starstrike rockets
may take a serpent as Dedicated transport
storm guardians: 90 points for 10 also troops
ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
old nemesis, battletrance, fleet
aramid armor, shuriken pistol, chainsword, plasma grenades.
may take up to 10 additional
up to 2 may exchange chainsword + pistol for
flamer, fusionbeamer
up to 2 (additional to the above) may exchange their
chainsword for powerswords
may take a serpent as transport
war walkers: heavy support: 60 pts for one
ws 4 bs 4 s 5 f 10 s 10 r 10 i 5 a 2 hp 2
old nemesis, battletrance, scout, fleet
2 shuriken cannons
forcefield
may take up to 2 additional ones
each shuriken cannon may be exchanged for the
following:
laserlance
haywire laser
starcannon
eldar rocketlauncher with plasma and starstrike rockets.
may also buy additional anti air rockets.
may take vehicle upgrades
they got the 5+ invul. base. yes. they are open topped
however (dont know if before just do it for you guys)
windrider jetbike squadron: troops 51 points for 3
ws 4 bs 4 s 3 t 4 w 1 i 5 a 1 ld 8 as 3+
old nemesis, battle trance
aramid armor, eldar jetbike
may take up to 7 additional ones
for each 3 in the unit one may exchange the twin linked
shuriken catapult on the bikefor a shurken cannon
support weapon platform battery: 30 points for 1 with 2
guardians
guadian: ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
platform got nothing except T 7 W 2 and a 3+ as
special rules (only guardians) old nemesis, battle trance, fleet.
guardians : aramid armor, shuriken catapult, plasma
grenades
platform : mono- weaver
may take up 2 to additional platforms including guardians
may exchange the mono- weaver for a
(sorry prolly wrong translation here) infrasound cannon
or a warpcannon
vyper squadrons: fast attack 1 for 50 points
bs 4 f 10 s 10 r 10 2 hp
shuriken cannon, twin linked shuriken catapult
may take 2 additional vypers.
each vyper may echange the shuriken cannon for:
starcannon
laserlance
haywire laser
eldar rocketlauncher with plasma and starstrike rockets
every vyper may exchange the twin linked shuriken
catapult for a shuriken cannon
may take vehicle upgrades
fire prism: 125 for it
bs 4 f 12 s 12 r 10 3 hp
fire prism, twin linked shurikencatapult
may exchange the shuriken catapult for a shuriken cannon
may take vehicle upgrades
falcon: heavy support (as fire prism) 125 points
bs 4 f 12 s 12 r 10 3 hp
pulsar, shuriken cannon, twin linked shuriken catapult.
transport capacity : 6
may exchange the shuriken cannon for :
starcannon
laserlance
haywire laser
eldar rocket launcher with plasma and starstrike rockets
may exchange the twin linked shuriken catapult for a
shuriken cannon
may take vehicle equipment
shadowweaver: (that wd one) 115 pts
bs 4 f 12 s 12 r 10 3 hp
mono- cannon
twin linked shuriken catapult
may exchange the twin linked catapult for shuriken cannon
may take vehicle upgrades
serpent: 115 points (dedicated transport)
bs 4 f 12 s 12 r 10 3 hp
twin linked shuriken cannon, twin linked shuriken catapult,
serpent shield
capacity : 12
may exchange the tl shuriken cannon for:
twin linked laserlance
twin linked starcannon
twin linked haywire laser
twin linked eldar rocketlauncher with plasma and starstrike
rockets.
may exchange the tl shuriken catapult for a non twin linked
shriken cannon
may take vehicle upgrades
harlequins: 5 for 90 pts (elite)
harlequin: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as -
deathjoker: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as -
fateseer: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as -
mastermime: ws 5 bs 4 s 3 t 3 w 1 i 6 a 3 ld 9 as -
furious charge, fleet, hit & run
shuriken pistol, cc weapon, harlequin belt, holocoat.
may take additional 5 harlequins
one may be a deathjoker exchanging the cc weapon and pistol for a screamer cannon
one may be a mastermime exchanging the cc weapon for a harlequin whip. may exchange the whip for a powersword
one may be a fateseer becoming psyker lv 1 and granting
him hallucination grenades.
each harlequin may exchange the CCW for a whip.
up to 2 may exchange the pistol for a fusionpistol
the fateseer is psyker level 1 and got only 1 power:
veil of teirs: blessing.
every enemy shooting on the fateseer and his unit has to roll 2d6 x 2 to see if they are within range. if they are not they cannot decide to shoot on a different target
rangers: troops 60 points for 5
ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+
old nemesis, move through cover, infiltrate, battle trance,
stealth, fleet.
aramid armor, ranger sniperrifle, shuriken pistol. may take up to 5 additional rangers
wraithlord (heavy support 120 pts
ws 4 bs 4 s 8 t 8 w 3 i 4 a 3 ld 10 as 3+
old nemesis, fearless
2 shuriken catapults
each shuriken catapult may be exchanged for flamers.
may take a ghostglaive.
may take up to 2 of the following:
shurikencannon
laserlance
haywire laser
starcannon
eldar rocketlauncher with plasma and starstrike rockets
wraithguard: 160 for 5
ws 4 bs 4 s 5 t 6 w 1 i 5 a 1 ld 10 as 3+
old nemesis, fearless, bulky
phantombeamer (sp)
up to 5 additional ones
the whole unit may exchange the beamers for
warpscythes
the unit may take a serpent
wraithblades: also elite 160 base for 5
ws 4 bs 4 s 5 t 6 w 1 i 5 a 1 ld 10 as 3+
old nemesis, fearless, bulky
2 ghostblades
may take up to 5 additional
the unit may exchange the ghost blades for ghost axe and
forceshield
may take a serpent
(you can give those fucks with a seer in it a 2+ armor
save.. just saying... but psychic powers come later )
wraithknight (you guys been waiting? ) heavy support 240
points
ws 4 bs 4 s 10 t 8 w 6 i 5 a 4 ld 10 as 3+
monstrous creature with jumppack
old nemesis, fearless
2 heavy phantombeamer
may exchange both beamer for:
ghostglaive and scattershield
suncannon and scattershield
may take up to 2 of the following (in any combination):
shuriken cannon
haywire laser
starcannon
sumach wraithhunter: fast attack : 185 pts
bs 4 f 10 s 10 r 10 3 hp
psyker level 1, psyker crew, vector dancer
he always comes with the terrify psychic power (telepathy)
no roll allowed
2 heavy warpscythes, ghostbreaker, soulstones.
striking scorpions: elite : 85 points for 5
ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 3+ as
exarch : +1 ws, bs, i and a
old nemesis, move through cover infiltrate, battle trance,
stealth, fleet
heavy aspect armor, shuriken pistol, plasma grenades,
scorpion sword, mandiblasters
may take up to 5 additional
one may be a exarch
may replace the pistol for scorpion scissors
may replace the sword for ripping blade
may replace the pistol and the sword for a
scorpionscimiat (sp)
may take 2 powers:
monster hunter
assassin
crushing blow
may take a serpent
banshees: elite 75 points for 5
ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 4+ as
exarch +1 ws, bs, i a and 3+ as
acrobatic, old nemesis, battle trance, fleet
aspect armor, heavy aspect armor (exarch), shuriken
pistol, power sword, banshee mask
may take up to 5 additional ones
one may be a exarch
may exchange the powersword for:
triskele or deathblade
the exarch may exchange the pistol and power sword for
2 mirror blades
she may take up to 2 powers:
fear
disarm
shield of grace
may take a serpent
asurmen: 220 pts
old nemesis, eternal warrior, fearless, counter attack, hand
of asuryan, battle trance, fleet, independent character
exarch powers:
battle luck and shield of grace
phoenix armor, twin linked hunting catapult
hand of asuryan: if you play him he always has to be the
warlord... he rolls d3 times on the warlord chart. rerolling
doubles. holy cow o.o
relic: sword of asur: s +1 ap 2 master crafted, soulcut (for
each failed save by this blade the enemy has to make a ld
test. if he fails, instant death)
karandras: 230 points
ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
old nemesis, move through cover, eternal warrior,
fearless, infiltrate, battle trance, night vision, fleet,
shrouded (o.o) independent character
phoenix armor, scorpion sword, scorpion scissors,
plasma grenades.
exarch powers: assassin, monster hunter
warlord trait: the 1st one. always
his relic, sting of the scorpion: in cc at iniatiative step 10
he causes a single automatic hit at strength 6 on a enemy
in base contact. if he is within a challenge the hit has to go
to the challenger. nothing else.
jain zar: 200 pts
ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
acrobatic (counter attack for exarch and unit) old nemesis,
eternal warrior, fearless, battle trance, fleet, independent
character.
phoenix armor.
exarch powers: fear, disarm
relicts:
silent death:
shooting 12" s user ap 2 assault 4
close combat: s user ap 2 melee.
blade of destruction:
s user ap 2 melee, rending
mask of jain zar: if jain zar assaults the WS and initiative of
every enemy in the close combat is reduced by 5
(minimum 1)
always comes with the 3rd warlord trait
fuegan: 220 pts
ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
old nemesis, eternal warrior, fearless, battle trance, fleet,
independent character, unbreakable resolve, feel no pain.
phoenix armor, fire pike, melta bombs
exarch powers: fire hail, crushing blow
relic axe of fire: s user ap 1 melee, armourbane
unbreakable resolve: on the end of each phase in which
fuegan lost a wound his S and his A increase by 1 for
each lost wound. last until the end of the game.
always comes with the 5th warlord power.
maugan ra
ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
old nemesis, eternal warrior, fearless, hatred (chaos
daemons) battle trance, fleet, independent character, relentless phoenix armor
exarch powers: night vision, fire hail, sniper vision
relic : maugetar: 36" s 6 ap 5 assault 4 rending, pinning
in close combat : s +2 ap 3 melee
always has the 5th warlord trait
baharroth: 195
ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+
old nemesis, uprise, messenger of victory, eternal warrior,
fearless, battle trance, fleet, night vision, shining sun,
independent character
phoenix armor, falcon claws, haywire mines, plasma
grenades, falcon grenadelauncher, falcon wings.
exarch powers: battle luck, hit & run
shinging sun: every enemy that is within 6" when baharroth
deepstrikes count as having been hit by a weapon with the
blind special rune.
relic : shinging blade: s user ap 3 melee, blinding.
always has the 3rd warlord trait
eldrad: 205
ws 5 bs 5 s 3 t 4 w 3 i 5 a 1 ld 10 as -
old nemesis, the path beyond, battle trance, psyker level
4, fleet, independent character.
psychic powers : runes of fate, telepathy and divination
shurken pistol, hagun zar, ghost helm, runes of protection,
runes of clarity.
relics:
armor of the last runes:
3+ invul
staff of ulthamar: s user ap 3 melee, lifebane, force weapon, soubound
soulbound: whenever eldrad passes a psychic tests he rolls a d6 on a 5+ he gains 1 warpcharge.
path beyond: after both sides have deployed but before
scouting moves are made you may redeploy d3+1 units.
you cannot switch from on the table in reserve or from reserve on the board
always comes with the 2nd warlord trait
i will skip ilic however. i want one thing for you to see for yourself
however if you play him you can make rangers to pathfinders for +13 pts per model. granting precision shots on 5+ and shrouded. (in addition to stealth)
and no you dont need anything to play a seer council, they are just 1 unit per primary detatchment
mono-blaster : 18" s 6 ap 1 rapid fire, monofilament, pinning
mono- catapult : 12" s 6 ap - assault 2 monofilament
mono- weaver: 48" s 6 ap 6, heavy 1 small blast, monofilament, barrage.
mono-cannon:
scattered: 48" s 7 ap 6 heavy 1 larg blast, monofilament, pinning, barrage
concentrated: flame s 7 ap 6 heavy 1 monofilament, torrent.
monofilmanet: if the targeted unit has initiative 3 or less (or nothing) the strength of the weapon counts as beeing one point higher. on a wound roll of 6 thiw weapon wounds automatically and counts as ap 1
units with mixed initiative use the highest initiative.
orkan rocketlauncher:
36" s 4 ap 3 heavy 2 small blast, barrage.
fire prism:
scattered: 60" s 5 ap 3 heavy 1 large blast
concentrated: 60" s 7 ap 2 heavy 1 small blast
lance mode : 60" s 9 ap 1 heavy 1 lance
ranger rifle: 36" sx ap 6 heavy 1 sniper
shuriken pistol : 12" s 4 ap 5 pistol, shurikenstorm
shuriken catalpult : 12" s 4 ap 5 assault 2 shurikenstorm
huntinc catapult : 18" s 4 ap 5 assault 2 shurikenstorm
shurken cannon : 24" s 6 ap 5 assault 3 shurikenstorm
screamer cannon : 24" s 6 ap 5 assault 3 pinning, shurikenstorm
shurikenstorm : to wound rolls of 6 count as automatically wounded with ap 2
scorpion saber (the exchangeable weapon for pistol and sword):
shooting: 12" s 4 ap 5 assault 2, shurikenstorm
melee: s+1 ap 5 melee, rending.
scorpion scissiors:
shooting: 12" s 4 ap 5 assault 2 shurikenstorm
melee: sx2 ap 2 melee (not unwieldly)
starcannon : 36" s 6 ap 2 heavy 2
suncannon: 48" s 6 ap 2 heavy 3 small blasts
star lance:
shooting: 6" s 8 ap 2 assault 1 lance
melee: s 8 ap 2 melee, impact, lance
triskele:
shooting: 12" s 3 ap 3 assault 3
melee: s user ap 3 melee
warpscythe: flamer s 4 ap 2 assault 1 warprift
heavy warpscythe: 18" s 4 ap 2 assault 1 small blast, warprift
phantom beamer: 12" s 10 ap 2 assault 1 warprift
warpcannon: 24" s 10 ap 2 heavy 1 small blast warprift
heavy phantombeamer( or wraithbeamer) 36" s 10 ap 2 assault 1 warprift
warprift not vehicle units get automatically wounded on a to wound roll of 6 and also causes instant death. against vehicles every penetration roll of 6 is a penetrating hit.
asuryans sword: s user ap 2 melee, soulcut:
for each unsaved wound caused by it the model has to pass a ld test or gets removed from play.
energy blades: 2 weapons: s user ap 3 melee
ghost axe: s +2 ap 2 melee, unwieldly
ghost glaive: s +1 ap 2 melee, master crafted
ghost sword: s +1 ap 3 melee
harlequin whip : s user ap - melee, rending
ripping blade: s +2 ap 4 melee, two handed
runespear:
shooting: 12" s 9 ap - assault 1 fleshbane
melee: s user ap - melee, lifebane, armourbane
scorpion sword: s +1 ap 6, melee
mirror blades: 2 weapons: s user ap 3 melee, mastercrafted
deathblade: s
s +2 ap 2 melee, two handed
seer staff: s user ap - melee, lifebane, armourbane, soulblaze
Relics
relics:
broken piece of anaris:
s +2 ap - melee, rending, vauls work
vauls work : the user of the weapon has the fearless rule. in a challenge attacks made with this weapon have the fleshbane and instant death special rules
faolchus wing:
a model with faolchus wing may decide in its shooting phase to run 48", if it does so it may not shoot , attack or cast psychic powers, the model may reroll failed coversaves until the beginning of the next phase (why do i think about the flash here....)
fireblade:
s+1 ap 3 melee, soulblaze, conflagration
conflagration: if the soulblaze special rule of this blade causes a unsaved wound roll a d6 for every unith within 6" of that unit (friend and foe). if you roll a 6 the unit gets hit by soulblaze aswell.
hunting rifle of uldanoreth
120" s x ap 3 heavy 1 sniper.
mantle of the laughing god:
the user loses the independent character special rule but gains stealth, shrouded, hit & run and can reroll failed cover saves
phoenix jewel:
only one use. before the user of the jewel gets taken off the board as casuality roll a d6. on 1 nothing happens, on a 2+ center the last blast template of the user. every unit hit by the template, friend andf oe suffer as many s4 ap 6 hits as they got models in the unit. if at least one unsaved wound was caused, the user does not get removed from the table but remains in play with 1 remaining wound.
soulstone of anath'lan
every time the user of the soulstone tryies to cast a psychic power he may decide to reduce the warpcharge cost of the psychic power by 1 (minimum 1). if he does so he cannot use his rune armor until the rest of his turn. (not bad actually. since you got the invul back at the enemy turn)
okay last thing: psychic powers:
runes of battle: each power has 2 effects. one for you and one for the enemy
primary:
either : blessing: the psyker and his unit have the shrouded special rule
or : a enemy unit within 18" loses the shrouded special rule
1.
either : witchfire: flamer s 5 ap 4 assault 1 soulblaze
or: blessing: heals a lost wound on a model in a unit within 18", cannot restore dead models.
2.
either: blessing: the psyker and his unit have the fearless special rule
or: malediction: a enemy unit within 18" reduces its LD by -3
3.
either: blessing: the psyker and his unit have +1 ws and I
or : malediction: a enemy unit within 18" have -1 ws and I
4.
either: blessing: the psyker and his unit increase their armorsave by 1 (yes. 2+ armor for wraithguard/blades!!)
or: a enemy unit within 18" reduces its armorsave by 1 (terminators get powerarmor, lol)
5.
either: blessing: the psyker and his unit run additional 3"
or: malediction: a enemy unit within 18" cannot run
6.
either: blessing: the psyker and his unit have +1 S
or: malediction: a enemy unit within 18" has -1 S
next up, runes of fate
primary:
blessing: friendly unit within 24" may reroll failed to hit rolls
1.
focused witchfire: 24" a enemy model suffers 3 hits with the strength of the runeprophet and the special rule lifebane.
if a model gets killed by this targets another model with 2 hits. if one gets killed by that, the last one gets hit 1 time.
2.
malediction: 24" range, if the target is a non vehicle unit all failed to wound rolls may be rerolled against the target. if the target is a vehicle every attack against it can reroll failed armor pen rolls
3.
witchfire: 24" s 3 ap - assault 1 larg blast, haywire, lifebane, pinning
4.
blessing: the runeprophet gains d3+2 token. at the ending of each phase the runeprophet has to roll a d6. on a 1-3 one token gets removed. on a 4+ nothing happens until the end of the next phase.
as long as the runeprophet has at least one token his stats get increased by:
WS, BS, I +5 and attacks +2. he also gains the rampage and fearless special rules.
if the runeprophet loses the last marker or the game ends he is removed as a casuality.
(this isnt even my final form!)
5.
blessing: a friendly unit within 24" may reroll all failed saves
6.
focused witchfire: 24"
the runeprophet and the target both roll a d6 and add their ld.
if the target result is higher, the runeprophets WS and BS gets reduced to 1.
if the result is equal the target model reduces its WS and BS to 1.
if the runeprophets result is higher the target suffers as many wounds as there was a difference in the result. in addition WS and BS gets reduced to 1. no armor or coversaves allowed.
where did you get these images
ОтветитьУдалитьwhere did you get these images
ОтветитьУдалитьhttps://www.facebook.com/groups/188789824566162/
ОтветитьУдалитьthank you :)
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