First Eldar pic, new rumours, Wraithknight pic page 2 - Printable Version +- Redditch Tabletop Gamers Forum (https://forum.redditchtabletopgamers.com) +-- Forum: Fantasy and Sci-Fi Miniature Gaming (https://forum.redditchtabletopgamers.com/forumdisplay.php?fid=35) +--- Forum: Warhammer 40K (https://forum.redditchtabletopgamers.com/forumdisplay.php?fid=8) +--- Thread: First Eldar pic, new rumours, Wraithknight pic page 2 (/showthread.php?tid=1461) |
RE: First Eldar pic, new rumours, Wraithknight pic page 2 - manrogue - 21-05-2013 Interestingly the Wraithknight can do double ranged option- and new pics- RE: First Eldar pic, new rumours, Wraithknight pic page 2 - Gareth - 25-05-2013 Had a look through the digital WD this morning. I love the colour on the bottom of those Crimson thingies. RE: First Eldar pic, new rumours, Wraithknight pic page 2 - Embolden - 25-05-2013 I'm not sure I'm liking much here But I'm sure the rules will be awesome, so cannot wait to get them on the field! RE: First Eldar pic, new rumours, Wraithknight pic page 2 - Gareth - 26-05-2013 (25-05-2013, 09:26 PM)Embolden Wrote: I'm not sure I'm liking much here Is the problem that they have focused nearly exclusively on the Wrath models. Apart from a plastic Farseer, there are no new Eldar, and everything is a construct. However unless they were going to introduce another new Aspect Class (which technically they did with the Crimson Hunters,) elves in space were never going to feature too highly. RE: First Eldar pic, new rumours, Wraithknight pic page 2 - jaqenhgar - 26-05-2013 I like the new wraitguard/wraithblades, Not keen on the new flyers but maybe that's just me, Wraithknight looks good but is just way too big to pick up, will be getting some of his smaller cousins. Wonder if a wrath-oriented force with wraithguard troops, wraithlords and some psykers will be good. RE: First Eldar pic, new rumours, Wraithknight pic page 2 - manrogue - 26-05-2013 The rumour circulating at the moment is there could be a second wave with san haim supplement and models. Not sure if true but seems plausable wuth all the wraith constructs and the lysanden supplement RE: First Eldar pic, new rumours, Wraithknight pic page 2 - Simian - 27-05-2013 I've ordered the codex for reading and the guy that's on the surf board. Not doing an eldar army just love the model. RE: First Eldar pic, new rumours, Wraithknight pic page 2 - manrogue - 30-05-2013 Did someone say rules- 2.Eldar 6th 4.eldar warlord traits: 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. so pretty fun 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 209.huntercatapult 210.laserblaster 211.fusion gun 212.haywire lance (only on jetbike) 213.mono-catapult 214.powerweapon 215.khaindar rocketlauncher with starswarm rockets 216.may take items of the old relics 217. 218.wraithseer: 70 pts 219.ws 5 bs 5 s 3 t 3 w 2 i 5 a 1 ld 9 as - 220. 221.old nemesis, ghost marks, battletrance, psyker level 2, 222. 223.fleet, independent character. 224. 225.rune armor, shuriken pistol seer stave. 226. 227.wraith mark : select a enemy unit at any point in the game 228. 229.within 24" of the wraithseer. all wraith units attacking or 230. 231.shooting that target reroll missed rolls of 1s on to hit rolls 232. 233.voice of the dead : if you select a wraithseer as HQ. 234. 235.wraithguard and wraithblades are troops instead of elite 236. 237.he can roll on runes of battle and telepathy. no further 238. 239.upgrades for him 240. 241.runeprophet is runes of fate, divination and telepathy btw. 242. 243.seer council: 35 pts 244.ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as - 245. 246.old nemesis, battletrance, psyker level 1, fleet. 247.rune armor, shuriken pistol, hagun zar. 248. 249.psychic powers: runes of battle only. 250. 251.options: up to additional 9 seer's 252.each model may take a runespear instead of hagun zar. 253.each model may take a jetbike 254. 255.you may have one seer council for each primary 256. 257.detatchmend. they may be in a unit and can be split up like 258. 259.wolf guard. each runeseer you cannot attach sticks to his 260. 261.unit (max 1 per attached unit) 262.guardians, storm guardians, windrider jetbike squadron, 263. 264.support weapon platform batter. 265. 266.asuryans avengers (still troops) 65 points 267.ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+ 268.exarch +1 ws, bs, i, a and 3+ as 269. 270.old nemesis, counter attack, battle trance, fleet. 271. 272.aspect armor, (heavy for exarch), hunt catapult. plasma 273. 274.grenades. 275. 276.options: up to 5 additional avengers 277.1 may be a exarch 278.the exarch may take instead of his hunting catapult: 279.twin linked hunting catapult 280.powerweapon and shuriken pistol 281.asuryans sword and shuriken pistol 282.powerweapon and flickershield 283.the exarch may take up to 2 powers: 284.disarm 285.shield of grace 286.battleluck 287.the unit may get a serpent as dedicated transport 288. 289.swooping hawks: (fast attack) 80 points for 5 290.ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+ 291.exarch got +1 ws, bs, i, a and 3+ as 292. 293.old nemesis, uprise, messenger of victory, battle trance, 294. 295.fleet. 296. 297.aspect armor (heavy for exarch) laserblaster, impuls 298. 299.mines, plasma grenades. falcon grenade launcher, falcon 300. 301.wings. 302. 303.messenger of victory: a unit completly containing models 304. 305.with this special rule do not scatter while deepstriking. 306. 307.uprise: a unit completly containing models with this special 308. 309.rule can "uprise". remove the unit and put it in active 310. 311.reserve. may not be used in the same turn they appeared. 312. 313.may take : up to 5 additional hawks 314.one may be a exarch 315.the exarch may exchange his laserblaster for a 316.falcon claw or a sunbeamer 317.the exarch may get a power weapon 318.the exarch may take 2 powers: 319.night vision 320.sniper vision 321.hit & run 322. 323.heavy support : black khaindar: 3 man 90 pts 324.ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 3+ 325.exarch got +1 ws, bs, i, a 326. 327.old nemesis, slow and purposeful 328. 329.heavy aspect armor, khaindar rockelauncher with 330. 331.starswarm rockets and khaindar targeting array. 332. 333.may take up to 7 additional khaindar 334.one may be a exarch 335.he may exchance his weapon for a shuriken cannon 336.eldar rocketlauncher with plasma and starstrike rockets, 337. 338.may take additional anti air rockets 339.or the orkan rocket launcher 340.if the exarch got a khaindar rocketlauncher he may get 341. 342.additional starstrike rockets. 343.he may take up to 2 powers: 344.night vision 345.sniper vision 346.fire hail 347.may take a serpent as dedicated transport 348. 349.and old nemesis is hatred slaanesh (daemon and mark of) 350. 351.aswell as a -1 on the ld when doing fear tests against 352. 353.slaanesh units. 354. 355.power weapon = power weapon, you can decide what 356. 357.model. its a power weapon in the book. nothing more 358. 359.next up: 360.spears of khaine: (fast attack) 75 points for 3 361.ws 4 bs 4 s 3 t 4 w 1 i 5 a 1 ld 9 as 4+ 362.exarch got +1 ws, bs, i, a and 3+ as 363. 364.old nemesis, outflank, skilled rider, battle trance 365. 366.heavy aspect armor, haywire lance. eldar jetbike 367. 368.may take up to 6 additional ones 369.one may be a exarch 370.the exarch may exchange his haywire lance for a 371. 372.powerweapon or starlance 373.the exarch may take up to 2 powers 374.monsterhunter 375.disarm 376.hit & run 377. 378.warpspiders: fast attack 95 points for 5 379.ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+ 380.exarch got +1 ws, bs, i, a and 3+ as 381. 382.they are infantry with jet pack 383. 384.old nemesis, battle trance, fleet, hit & run 385. 386.heavy aspect armor, monothrower (may spelled wrong, 387. 388.sorry) warpjump generator. 389. 390.may take up to 5 additional spiders 391.one may be a exarch 392.he may exchange his monothrower for a twin linked one or 393. 394.mono - blaster 395.he may get a pair of power blades 396.he may take up to 2 powers: 397.sniper vision 398.fire hail 399.assassin 400. 401.crimson hunters: fast attack 160 points for 1 402.its a flyer 403.bs 4 f 10 s 10 r 10 with 3 HP 404.the exarch got +1 bs 405. 406.skyhunter, perfect shot, vector dancer 407. 408.2 laserlances, 1 pulsar. 409. 410.its only 1 flyer always, he may be upgraded to be a exarch 411.he can exchance his both laserlances for starcannons 412.he may take both powers: 413.night vision 414.sniper vision 415. 416.guardians: troops: 10 for 90 points 417.ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+ 418.plattform : ws - bs - s - t 5 w 1 i - a - ld - as 3+ 419.old nemesis, battle trance, fleet. 420. 421.aramid armor, shuriken catapult 422.plasma grenades 423. 424.may take up to 10 additional guardians 425.for each 10 in the unit one can get a weapon platform: 426.shuriken cannon 427.haywire laser 428.laserlance 429.starcannon 430.eldar rocketlauncher with plasma and starstrike rockets 431. 432.may take a serpent as Dedicated transport 433. 434.storm guardians: 90 points for 10 also troops 435.ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+ 436. 437.old nemesis, battletrance, fleet 438. 439.aramid armor, shuriken pistol, chainsword, plasma 440. 441.grenades. 442. 443.may take up to 10 additional 444.up to 2 may exchange chainsword + pistol for 445.flamer, fusionbeamer 446. 447.up to 2 (additional to the above) may exchange their 448. 449.chainsword for powerswords 450. 451.may take a serpent as transport 452. 453.war walkers: heavy support: 60 pts for one 454.ws 4 bs 4 s 5 f 10 s 10 r 10 i 5 a 2 hp 2 455. 456.old nemesis, battletrance, scout, fleet 457. 458.2 shuriken cannons 459.forcefield 460. 461.may take up to 2 additional ones 462.each shuriken cannon may be exchanged for the 463. 464.following: 465.laserlance 466.haywire laser 467.starcannon 468.eldar rocketlauncher with plasma and starstrike rockets. 469. 470.may also buy additional anti air rockets. 471.may take vehicle upgrades 472.they got the 5+ invul. base. yes. they are open topped 473. 474.however (dont know if before just do it for you guys) 475. 476.windrider jetbike squadron: troops 51 points for 3 477.ws 4 bs 4 s 3 t 4 w 1 i 5 a 1 ld 8 as 3+ 478. 479.old nemesis, battle trance 480. 481.aramid armor, eldar jetbike 482. 483.may take up to 7 additional ones 484.for each 3 in the unit one may exchange the twin linked 485. 486.shuriken catapult on the bikefor a shurken cannon 487. 488.support weapon platform battery: 30 points for 1 with 2 489. 490.guardians 491.guadian: ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+ 492.platform got nothing except T 7 W 2 and a 3+ as 493. 494.special rules (only guardians) old nemesis, battle trance, 495. 496.fleet. 497. 498.guardians : aramid armor, shuriken catapult, plasma 499. 500.grenades 501. 502.platform : mono- weaver 503. 504.may take up 2 to additional platforms including guardians 505. 506.may exchange the mono- weaver for a 507.(sorry prolly wrong translation here) infrasound cannon 508.or a warpcannon 509. 510.vyper squadrons: fast attack 1 for 50 points 511. 512.bs 4 f 10 s 10 r 10 2 hp 513. 514.shuriken cannon, twin linked shuriken catapult 515. 516.may take 2 additional vypers. 517. 518.each vyper may echange the shuriken cannon for: 519.starcannon 520.laserlance 521.haywire laser 522.eldar rocketlauncher with plasma and starstrike rockets 523.every vyper may exchange the twin linked shuriken 524. 525.catapult for a shuriken cannon 526.may take vehicle upgrades 527. 528.fire prism: 125 for it 529.bs 4 f 12 s 12 r 10 3 hp 530. 531.fire prism, twin linked shurikencatapult 532. 533.may exchange the shuriken catapult for a shuriken cannon 534.may take vehicle upgrades 535. 536.falcon: heavy support (as fire prism) 125 points 537.bs 4 f 12 s 12 r 10 3 hp 538. 539.pulsar, shuriken cannon, twin linked shuriken catapult. 540. 541.transport capacity : 6 542. 543.may exchange the shuriken cannon for : 544.starcannon 545.laserlance 546.haywire laser 547.eldar rocket launcher with plasma and starstrike rockets 548.may exchange the twin linked shuriken catapult for a 549. 550.shuriken cannon 551.may take vehicle equipment 552. 553.shadowweaver: (that wd one) 115 pts 554.bs 4 f 12 s 12 r 10 3 hp 555. 556.mono- cannon 557.twin linked shuriken catapult 558. 559.may exchange the twin linked catapult for shuriken cannon 560.may take vehicle upgrades 561. 562.serpent: 115 points (dedicated transport) 563.bs 4 f 12 s 12 r 10 3 hp 564. 565.twin linked shuriken cannon, twin linked shuriken catapult, 566. 567.serpent shield 568. 569.capacity : 12 570. 571.may exchange the tl shuriken cannon for: 572.twin linked laserlance 573.twin linked starcannon 574.twin linked haywire laser 575.twin linked eldar rocketlauncher with plasma and starstrike 576. 577.rockets. 578.may exchange the tl shuriken catapult for a non twin linked 579. 580.shriken cannon 581. 582.may take vehicle upgrades 583. 584.harlequins: 5 for 90 pts (elite) 585.harlequin: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as - 586.deathjoker: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as - 587.fateseer: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as - 588.mastermime: ws 5 bs 4 s 3 t 3 w 1 i 6 a 3 ld 9 as - 589. 590.furious charge, fleet, hit & run 591. 592.shuriken pistol, cc weapon, harlequin belt, holocoat. 593. 594.may take additional 5 harlequins 595.one may be a deathjoker exchanging the cc weapon and 596. 597.pistol for a screamer cannon 598.one may be a mastermime exchanging the cc weapon for 599. 600.a harlequin whip. may exchange the whip for a 601. 602.powersword 603.one may be a fateseer becoming psyker lv 1 and granting 604. 605.him hallucination grenades. 606.each harlequin may exchange the CCW for a whip. 607.up to 2 may exchange the pistol for a fusionpistol 608. 609.the fateseer is psyker level 1 and got only 1 power: 610.veil of teirs: blessing. 611.every enemy shooting on the fateseer and his unit has to 612. 613.roll 2d6 x 2 to see if they are within range. if they are not 614. 615.they cannot decide to shoot on a different target 616. 617.rangers: troops 60 points for 5 618.ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+ 619. 620.old nemesis, move through cover, infiltrate, battle trance, 621. 622.stealth, fleet. 623. 624.aramid armor, ranger sniperrifle, shuriken pistol. may take 625. 626.up to 5 additional rangers 627. 628.wraithlord (heavy support 120 pts 629.ws 4 bs 4 s 8 t 8 w 3 i 4 a 3 ld 10 as 3+ 630. 631.old nemesis, fearless 632. 633.2 shuriken catapults 634. 635.each shuriken catapult may be exchanged for flamers. 636. 637.may take a ghostglaive. 638.may take up to 2 of the following: 639.shurikencannon 640.laserlance 641.haywire laser 642.starcannon 643.eldar rocketlauncher with plasma and starstrike rockets 644. 645.wraithguard: 160 for 5 646.ws 4 bs 4 s 5 t 6 w 1 i 5 a 1 ld 10 as 3+ 647. 648.old nemesis, fearless, bulky 649. 650.phantombeamer (sp) 651.up to 5 additional ones 652.the whole unit may exchange the beamers for 653. 654.warpscythes 655.the unit may take a serpent 656. 657.wraithblades: also elite 160 base for 5 658.ws 4 bs 4 s 5 t 6 w 1 i 5 a 1 ld 10 as 3+ 659. 660.old nemesis, fearless, bulky 661. 662.2 ghostblades 663. 664.may take up to 5 additional 665.the unit may exchange the ghost blades for ghost axe and 666. 667.forceshield 668. 669.may take a serpent 670. 671.(you can give those fucks with a seer in it a 2+ armor 672. 673.save.. just saying... but psychic powers come later ) 674. 675.wraithknight (you guys been waiting? ) heavy support 240 676. 677.points 678.ws 4 bs 4 s 10 t 8 w 6 i 5 a 4 ld 10 as 3+ 679.monstrous creature with jumppack 680. 681.old nemesis, fearless 682. 683.2 heavy phantombeamer 684. 685.may exchange both beamer for: 686.ghostglaive and scattershield 687.suncannon and scattershield 688. 689.may take up to 2 of the following (in any combination): 690.shuriken cannon 691.haywire laser 692.starcannon 693. 694.sumach wraithhunter: fast attack : 185 pts 695. 696.bs 4 f 10 s 10 r 10 3 hp 697. 698.psyker level 1, psyker crew, vector dancer 699. 700.he always comes with the terrify psychic power (telepathy) 701. 702.no roll allowed 703. 704.2 heavy warpscythes, ghostbreaker, soulstones. 705. 706.striking scorpions: elite : 85 points for 5 707.ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 3+ as 708.exarch : +1 ws, bs, i and a 709.old nemesis, move through cover infiltrate, battle trance, 710. 711.stealth, fleet 712. 713.heavy aspect armor, shuriken pistol, plasma grenades, 714. 715.scorpion sword, mandiblasters 716. 717.may take up to 5 additional 718.one may be a exarch 719.may replace the pistol for scorpion scissors 720.may replace the sword for ripping blade 721.may replace the pistol and the sword for a 722. 723.scorpionscimiat (sp) 724.may take 2 powers: 725.monster hunter 726.assassin 727.crushing blow 728. 729.may take a serpent 730. 731.banshees: elite 75 points for 5 732.ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 4+ as 733.exarch +1 ws, bs, i a and 3+ as 734.acrobatic, old nemesis, battle trance, fleet 735. 736.aspect armor, heavy aspect armor (exarch), shuriken 737. 738.pistol, power sword, banshee mask 739. 740.may take up to 5 additional ones 741. 742.one may be a exarch 743.may exchange the powersword for: 744.triskele or deathblade 745.the exarch may exchange the pistol and power sword for 746. 747.2 mirror blades 748.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. Dire avengers are 13 pts. Exarch is +10 pts. His tl hunting catapult is 5 pts Shuriken pistol + powerweapon 15 pts Asuryans sword + shuriken pistol 20 pts Power weapon + flucker field 20 pts Disarm and shield of geace both cost 10 pts each. Battleluck 15 Guardian 9pt each Plattform Shuriken cannon 15 pts Scatter laser 20 pts Bright lance 20 pts Warpcannon 20pts Eldar rocketlauncher with plasma and starstrike rockets 30 pts Seer council. Each warlock 35 pts. Rune spear 5 pts Eldar jetbike 15 pts War Walkers base 60 each, bs 4 5+ invul base bright lance 5 pts scatter laser 5 pts star cannon 5pts eldar misslelauncher with plasma and starstrike rockets 15 - may take additional anti air missles for 10 each Vypers. also with bs 4 now shuriken cannon and tl shuriken catapult. 50 pts each may exchange the shuriken cannon for: starcannon 5 pts bright lance 10 pts scatter laser 10 pts eldar missle launcher with plasma and starstrike missles 15 pts may exchance the tl shuriken catapult for a shuriken cannon for 10 pts Support weapons 30 points each base. up to 2 additional for 30 each may swap mono weaver for; vibro cannon - free warpcannon - 25pts/model one swooping hawk costs 16 points exarch upgrade 10 pts exchanging his laserblaste for: falcon claw 10 pts sunbeamer: 15 pts may take a powerweapon 15 pts 2 powers: night vision 5 pts sniper vision (that precision shots on 5+ one) 10 pts hit & run 15 pts so a unit of 10 swooping hawks without exarch cost 160 points thats 30 24" s 3 ap 5 assault 3 shots. in addition when they deepstrike they can use the falcon assault launcher in the movement phase : 24" s 4 ap 4 assault 1 ignores cover. the assault launcher is based of how many models got that weapon (everyone got one) for 1-5 its a small blast for 6+ its a large blast. it does not need line of sight. after that they can still fire the laserblasters in the shooting phase but have to target the same unit if possible. Reapers 30 pts each all may get starstrike rockets for 8 pts/model exarch 10 pts can exchange his weapon for : shuriken cannon free eldar missle launcher with plasma and starstrike rockets, 10 pts - additional anti air rockets 10 pts orkan rocketlauncher 20 pts if he keep his normal rocketlauncher he can get starstrike missles aswell for 10 pts 2 powers night vision 5 pts sniper vision 10 pts fire hail 10 pts Avatar 195 may take 2 exarch powers: night vision 5 pts fire hail 10 pts monsterhunter 10 pts crushing blow 10 pts sniper vision 15 pts disarm 20 pts Jetbikes 3 base, up tp 10. 17 pts each. for each 3 one may exchange the bikes tl shuriken catapult for a shuriken cannon for 10 pts each 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. acrobatics from banshees grants +3" if the unit consists entirely of banshees RE: First Eldar pic, new rumours, Wraithknight pic page 2 - GoNecrons - 30-05-2013 Swooping Hawks rock! RE: First Eldar pic, new rumours, Wraithknight pic page 2 - Simian - 30-05-2013 I read all that just to find this... "i will skip ilic however. i want one thing for you to see for yourself" I'll have to wait till sunday then. Its the only model im getting and i'll decide based on his rules if i make an allies force around him. |