| 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. |
|