1850 Pts - Swordwind Army No Name

Unit Name ## WS BS St To Wo In At Ld Save Cost
Farseer (HQ) 1 5 5 3 4 3 5 1/2 10 4(I)+ 127
Independent Character; Psyker; CC Weapon (x1); Shuriken Pistol (x1)
  Mind War Choose an enemy model within 18". The Farseer and this model roll 1D6 and add Ld - for each point the Farseer wins by, the enemy suffers 1 wound. [15]
  Fortune At the start of the Eldar turn, nominate one Eldar unit within 6". This unit may re-roll armour saves, Invulnerable saves, and cover saves until the start of the next Eldar turn. [20]
  Spirit Stones A Farseer with Spirit Stones can use two different Powers every turn. [40]
  Runes of Witnessing When making Psychic tests, roll 3D6 and discard the highest dice. [5]
  Ghosthelm Ignore Perils of the Warp on a 4+. Daemons fighting the wearer 1/2 WS. [5]
Fuegan, the Burning Lance (HQ) 1 6 5 4/5 4 3 7 3 10 3+ 149
Independent Character; Fleet of Foot; Fearless (as are Fire Dragons he leads); Fire Axe; Firepike; Meltabombs
  #Burning Fist In Assault, re-roll failed 'to wound' rolls and ignore normal armour saves. [0]
  #Tank Hunter The Exarch may re-roll all AP rolls. [0]
  #Fast Shot If the Exarch is firing an Assault or Heavy weapon, add 1 to the number of shots it gets (e.g., Heavy 2 becomes Heavy 3). If he fires a Pistol or Rapid Fire weapon, he never counts as moving. This skill cannot be used at the same time as Crack Shot. [0]
Rangers (Elites) 5 3 4 3 3 1 4 1 8 5+ 95
Infiltrate if allowed; Roll an extra dice in difficult terrain; Cameleoline cloaks; Shuriken Pistol; Ranger Long Rifle
Rangers (Elites) 5 3 4 3 3 1 4 1 8 5+ 95
Infiltrate if allowed; Roll an extra dice in difficult terrain; Cameleoline cloaks; Shuriken Pistol; Ranger Long Rifle
Guardian Defender Squad (Elites) 11 3 3 3 3 1 4 1 8 5+ 190
Shuriken Catapult
  Grav Platform & Crew 2 3 3 3 3 1 4 1 8 5+ [55]
Move and fire; Shuriken Catapult (x2); Missile Launcher (x1)
  Warlock 1 4 4 3 3 1 4 1/2 8 4(I)+ [47]
Witchblade (x1); Shuriken Pistol (x1)
    Conceal The Warlock's whole squad always has a 5+ cover save. [20]
Striking Scorpions (Troops) 5 4 4 4 3 1 5 1/2 9 3+ 141
Mandiblasters; Shuriken Pistol & CCW; Plasma & Haywire Grenades
  Exarch 1 5 5 4/8 3 1 6 2/3 9 3+ [46]
Mandiblasters; Scorpion's Claw; Shuriken Pistol; Plasma & Haywire Grenades
Dark Reapers (Troops) 5 4 4 3 3 1 5 1 9 4+ 185
Reaper Launcher
Dark Reapers (Troops) 4 4 4 3 3 1 5 1 9 4+ 203
Reaper Launcher
  Exarch 1 5 5 3 3 1 6 2 9 3+ [55]
Reaper Launcher
Fire Dragons (Troops) 5 4 4 3 3 1 5 1 9 4+ 85
Fusion Gun; Meltabombs
Warp Spiders (Troops) 6 4 4 3 3 1 5 1 9 3+ 132
Warp Jump Generators; Deathspinner
Falcon Grav-Tank (Heavy Support) 1 BS: 3 Front: 12 Side: 12 Rear: 10 180
Skimmer; Tank; Fast; Carries 6 models (not Avatars, Wraithlords, Wraithguard, or squads with an Antigrav platform); Linked Shuriken Catapults; Scatter Laser; Pulse Laser
  Spirit Stone 'Crew Shaken' results ignored on a 4+. 'Crew Stunned' results changed to 'Crew Shaken' on a 4-5, and ignored on a 6. [10]
  Holo-Field If vehicle is hit, roll twice on the Damage table and choose the lowest dice. [25]
Swooping Hawks (Fast Attack) 5 4 4 3 3 1 5 1 9 4+ 148
Grenade Pack; Swooping Hawk Wings; Lasblaster; Plasma Grenades
  Exarch 1 5 5 3 3 1 6 2 9 3+ [43]
Grenade Pack; Swooping Hawk Wings; Power Weapon; Lasblaster; Plasma Grenades
Wraithlord (Heavy Support) 1 4 4 5/10 8 3 4 2/3 10 3+ 120
Implacable Advance; Fearless; Flamer (x2); Star Cannon
Option Footnotes:
  CC Weapon +1A if used with another CCW / pistol.
  Deathspinner 12"R, S6, AP-, Rapid Fire.
  Eldar Missile Launcher 48"R. (S8, AP3, Heavy 1) OR (S4, AP4, Heavy 1 Blast).
  Fire Axe No armour save in close combat. +1 Strength (included on profile).
  Firepike 18"R, S8, AP1, Assault 1. +D6 AP at 9".
  Flamer Template, S4, AP5, Assault 1.
  Fusion Gun 12"R, S6, AP1, Assault 1. +D6 AP at 6".
  Grenade Pack On the turn when the unit Deep Strikes in, place the Ordnance marker anywhere on the table before the unit arrives and scatter it D6"; it is S4, AP5, Large Blast.
  Haywire Grenades Use against vehicles or immobilised Dreadnoughts. Each model using the grenades rolls 1D6: 1 = no effect, 2-5 = glancing hit, 6 = penetrating hit.
  Lasblaster 24"R, S3, AP6, Assault 2.
  Linked Shuriken Catapults 12"R, S4, AP5, Assault 2, Linked.
  Mandiblasters Mandiblasters can be used in close combat if their wearer is within 2" of an enemy. They strike at +2 Initiative, inflicting an S4 hit on a roll of 4+.
  Meltabombs When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6.
  Plasma Grenades Negates effects of cover in combat.
  Power Weapon No armour save in close combat.
  Pulse Laser 48"R, S8, AP2, Heavy D3.
  Ranger Long Rifle 36"R, Hits on 2+, Wounds on 4+, AP6, Heavy 1. If a '6' is rolled to hit, the shot has AP1.
  Reaper Launcher 48"R, S5, AP3, Heavy 2.
  Scatter Laser 36"R, S6, AP6, Heavy D6.
  Scorpion's Claw 12"R, S4, AP5, Assault 2. Doubles Strength and no armour save in Close Combat, but always attacks last.
  Shuriken Catapult 12"R, S4, AP5, Assault 2.
  Shuriken Pistol 12"R, S4, AP5, Pistol.
  Star Cannon 36"R, S6, AP2, Heavy 3.
  Swooping Hawk Wings Move 12", ignoring terrain. Deep Strike, even if not allowed. If model enters difficult terrain, roll a D6- on a 1 it crashes and is removed. Flee & pursue 3d6".
  Witchblade Wounds on 2+. 3 * St + D6 AP.
Total Army Cost: 1850 Pts.
Notes:
All units with a save of 4+ or worse are Fleet of Foot.

Models in Army: 61


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Points Unused Percent
HQ (>=1unit <=2unit) 2 0 323 1527 17%
Elite (<=3unit) 3 0 333 1517 18%
Troops (>=2unit <=6unit) 5 1 746 1104 40%
Fst. Atck. (<=3unit) 1 2 148 1702 8%
Hvy. Supp. (<=3unit) 2 1 300 1550 16%
Other (N/A) 0 n/a 0 1850 0%
Equipment Summary 11 n/a 140 n/a 7%

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