Eldar Squads
Transport: Eldar Chariot
The chariots are light
transport vehicles designed to complement the Aspect Warriors in their role on
the battlefield. Each of the main
Aspects has its own variant, with the exception of the Dark Reapers and those without
need of transport (Warp Spiders, Swooping Hawks, and Shining Spears).
|
|
Points |
Front
Armor |
Side Armor |
Rear Armor |
BS |
|
Eldar Chariot |
30 +
Aspect Option |
10 |
10 |
10 |
4 |
Type: Fast,
Skimmer, Open-topped.
Transport: Up
to 6 Aspect Warriors (or 5 Aspect Warriors and an Exarch)
Options:
Each Chariot must select the Aspect Option that corresponds to the unit it is
being assigned to.
|
Dire Avengers: +25 pts. The Chariot is equipped with a shuriken cannon.
It may be given the Crystal Targeting Matrix vehicle upgrade for +30
points in addition to the standard Chariot vehicle upgrades (see below). Fire Dragons:
+40 pts. The Chariot is equipped
with twin-linked fusion guns and an energy field similar to the Wave Serpent. Striking Scorpions: +16 pts. The Chariot is equipped
with twin-linked shuriken catapults and the Scythes vehicle upgrade. Howling Banshees: +20 pts. The Chariot is equipped
with twin-linked shuriken catapults and the Star Engines vehicle upgrade. It may not take the Vectored Engines
vehicle upgrade. |
Any Chariot, with the
exception of the Howling Banshee Chariot, may be given the following vehicle
upgrades: Spirit Stone, Vectored Engines.
The Howling Banshee Chariot may only be given the Spirit Stone vehicle
upgrade.
Heavy Jetbike
Squadron
The Heavy Jetbike
Squadron allows for more variance in the heavy weapons of the squadron, instead
of just the shuriken cannon. This
increased weaponry comes at a stiff tradeoff, though, being much slower than
their lighter counterparts.
|
|
Points/Model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
|
Jetbike |
35 |
3 |
3 |
3 |
3(4) |
1 |
4 |
1 |
8 |
3+ |
|
Jetbike Warlock |
36 |
4 |
4 |
3 |
3(4) |
1 |
4 |
1 |
8 |
3+ |
Squadron:
The squadron consists of between 3 and 10 jetbikes.
Type: Eldar Jetbike
Weapons: The
jetbike is armed with twin-linked shuriken
catapults. The rider is armed with a
shuriken pistol.
Options: Up
to one in three jetbikes may replace their shuriken
catapults with one of the following options: shuriken cannon +20 pts., scatter laser +25 pts., twin-linked reaper launcher +40
pts.
Character:
The squadron may be joined by a Warlock from the Farseer’s
bodyguard. See the entry in the HQ
section of the Codex: Eldar army list.
Heavy Jetbikes: The jetbikes of the Heavy Jetbike Squadron follow all standard rules for jetbikes; they do not have the special move in the assault
phase of standard Eldar jetbikes
(they can still move in the assault phase if they are charging an enemy,
however).
Avatar of Kaela
Mensha Khaine
This revised version of the
Avatar is meant to represent the power of a shard of the war god of the Eldar, and to make his appearance on the battlefield a bit
less common…
|
|
Points/Model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
|
Avatar |
160 |
10 |
0 |
6 |
6 |
4 |
5 |
5 |
10 |
-/4+ |
Weapons: The
Wailing Doom. Although the Wailing Doom comes in many forms, the effectiveness
of it is exactly as shown on the profile above.
Options: The
Avatar may not select any wargear or options from the
Eldar Armory.
Character:
The Avatar is an independent character and follows all of the Independent Character
special rules as given in the Warhammer 40,000
rulebook, except those relating to being shot at. Because of its sheer size, it
is always possible to fire at the Avatar, even if it has joined another unit or
is within 6” of another viable target.
Transport:
The Avatar may not ride in a transport vehicle.
SPECIAL RULES
Fearsome: The Avatar is a terrifying opponent to face, and is obviously unearthly in nature. If an enemy unit loses a close combat against the Avatar, the morale test is at -2 Leadership.
Fearless: The Avatar and any unit that it has joined never takes morale tests, never falls back and cannot be pinned.
Inspiring: When led by their Avatar, the Craftworld Eldar are filled with thoughts of bloodshed, and its presence inspires them to the greatest acts of valour. Any Eldar unit with a model within 12” of the Avatar becomes fearless in close combat. This means that when the unit is fighting in an assault, it will automatically pass any Morale checks it is required to make. Also, if the Avatar itself is in close combat, all Eldar units with a model within 12” add +1 to their score when working out who has won a round of close combat (in effect, they count as having inflicted 1 more wound).
Monstrous Creature: The Avatar is a huge and fearsomely strong opponent. It is treated as a monstrous creature and therefore rolls 2D6 for armour penetration and ignores opponents’ armor saves in close combat.
Invulnerable: The Avatar is a supernatural creature whose physical vessel is very difficult to destroy. It is treated as being Invulnerable and therefore may make an armor save against any and all wounds it takes, even those that would normally pierce its armor or that allow no save to be made.
Kiss of Magma: The Avatar can fire a burst of molten magma from the Wailing Doom at a target within 6”. The attack will hit on a 4+, and is Str. 6, AP 1, Assault 1, and rolls 2D6+Strength for armour penetration.
Daemon: To all intents and purposes, an Avatar is a Daemon and will
be affected by weapons or abilities that use special rules against Daemons.