Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
First Eldar pic, new rumours, Wraithknight pic page 2
#31
Interestingly the Wraithknight can do double ranged option-
[Image: 3o36S55.jpg]
and new pics-
[Image: 2ymq1te.jpg]
[Image: vtADZpu.jpg]
[Image: 8qcZnjw.jpg]
40k- Space marines(5000 pts) Imperial guard (3000 pts) Tau (3000 pts)
Epic 40k-Space marines/Imperial Guard(2000 pts)
Infinity Yu jing (Aprox 1000 pts)
Necromunda Escher Mad capsules Avalanche
Blood bowl Skaven
Reply
#32
Had a look through the digital WD this morning. I love the colour on the bottom of those Crimson thingies.
Star Wars Legion - Rebels
Guildball - Alchemists
Blood Bowl - Lizardmen
Reply
#33
I'm not sure I'm liking much here Sad

But I'm sure the rules will be awesome, so cannot wait to get them on the field!




Reply
#34
(25-05-2013, 09:26 PM)Embolden Wrote: I'm not sure I'm liking much here Sad

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.
Star Wars Legion - Rebels
Guildball - Alchemists
Blood Bowl - Lizardmen
Reply
#35
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.
40K - Dark Angels, Dark Eldar, Necrons; Lord of the Rings - lots; Bloodbowl - Dwarves, Wood Elves; SAGA - Anglo Danes & Welsh; Guildball - Morticians, Engineers; Dropzone/fleet - Shaltari
Reply
#36
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
40k- Space marines(5000 pts) Imperial guard (3000 pts) Tau (3000 pts)
Epic 40k-Space marines/Imperial Guard(2000 pts)
Infinity Yu jing (Aprox 1000 pts)
Necromunda Escher Mad capsules Avalanche
Blood bowl Skaven
Reply
#37
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.
Simian aka Ben
Interests
40k Death Guard, Nurgle and Space Wolves, Malifaux (Guild, Gremlins & Ressers), In Her Majesties Name (Professor Berengei's Circus), Bolt Action (Big Red One), Dredd (Robots), OGaM, Necromunda (Redemptionists)

Hooting into the Abyss
Reply
#38
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
40k- Space marines(5000 pts) Imperial guard (3000 pts) Tau (3000 pts)
Epic 40k-Space marines/Imperial Guard(2000 pts)
Infinity Yu jing (Aprox 1000 pts)
Necromunda Escher Mad capsules Avalanche
Blood bowl Skaven
Reply
#39
Swooping Hawks rock!
Reply
#40
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.
Simian aka Ben
Interests
40k Death Guard, Nurgle and Space Wolves, Malifaux (Guild, Gremlins & Ressers), In Her Majesties Name (Professor Berengei's Circus), Bolt Action (Big Red One), Dredd (Robots), OGaM, Necromunda (Redemptionists)

Hooting into the Abyss
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)