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)+ |
86 |
Independent Character; Psyker; Witchblade (x1); Shuriken Pistol (x1)
|
Ghosthelm |
Ignore Perils of the Warp on a 4+. Daemons fighting the wearer 1/2 WS. |
[5] |
Runes of Witnessing |
When making Psychic tests, roll 3D6 and discard the highest dice. |
[5] |
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] |
Alaitoc Path-finders (Elites) |
5 |
3 |
4 |
3 |
3 |
1 |
5 |
1 |
10 |
5+ |
120 |
Infiltrate if allowed; if not allowed, the Pathfinders may make on free move before the battle starts; Can always be deployed at the start of the battle; Do not count towards any limit on the number of units you start with; Good at moving through difficult / impassable terrain; Expert Marksmen; Cameleoline Cloaks; World-weary; Shuriken Pistol; Ranger Long Rifle
|
Warp Spiders (Elites) |
5 |
4 |
4 |
3 |
3 |
1 |
5 |
1 |
9 |
3+ |
169 |
Warp Jump Generators; Deathspinner
|
Exarch |
1 |
5 |
5 |
3 |
3 |
1 |
6 |
2/3 |
9 |
3+ |
[59] |
PowerBlades; 2 Deathspinners
|
Rangers (Troops) |
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 (Troops) |
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 (Troops) |
3 |
3 |
4 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
57 |
Infiltrate if allowed; Roll an extra dice in difficult terrain; Cameleoline cloaks; Shuriken Pistol; Ranger Long Rifle
|
Rangers (Troops) |
3 |
3 |
4 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
57 |
Infiltrate if allowed; Roll an extra dice in difficult terrain; Cameleoline cloaks; Shuriken Pistol; Ranger Long Rifle
|
Rangers (Troops) |
3 |
3 |
4 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
57 |
Infiltrate if allowed; Roll an extra dice in difficult terrain; Cameleoline cloaks; Shuriken Pistol; Ranger Long Rifle
|
Rangers (Troops) |
3 |
3 |
4 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
57 |
Infiltrate if allowed; Roll an extra dice in difficult terrain; Cameleoline cloaks; Shuriken Pistol; Ranger Long Rifle
|
Guardian Defender Squad (Troops) |
20 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
257 |
Shuriken Catapult
|
Grav Platform & Crew |
2 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
[50] |
Move and fire; Shuriken Catapult (x2); Star Cannon (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] |
Guardian Defender Squad (Troops) |
15 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
217 |
Shuriken Catapult
|
Grav Platform & Crew |
2 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
[50] |
Move and fire; Shuriken Catapult (x2); Star Cannon (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] |
Dark Reapers (Heavy Support) |
4 |
4 |
4 |
3 |
3 |
1 |
5 |
1 |
9 |
4+ |
233 |
Reaper Launcher
|
Exarch |
1 |
5 |
5 |
3 |
3 |
1 |
6 |
2 |
9 |
3+ |
[85] |
Missile Launcher
|
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. |
[20] |
Crew (Heavy Support) |
4 |
3 |
3 |
3 |
3 |
1 |
4 |
1/2* |
8 |
5+ |
100 |
Every 2 guardians have 1 Support Platform to use; Shuriken Pistol & CCW (x4)
|
Support Weapons |
2 |
No Stats: - |
[60] |
May not move and fire; D-Cannon
|
Crew (Heavy Support) |
4 |
3 |
3 |
3 |
3 |
1 |
4 |
1/2* |
8 |
5+ |
100 |
Every 2 guardians have 1 Support Platform to use; Shuriken Pistol & CCW (x4)
|
Support Weapons |
2 |
No Stats: - |
[60] |
May not move and fire; D-Cannon
|
Option Footnotes: |
|
|
2 Deathspinners |
12"R, S6, AP-, Assault 2. |
|
CC Weapon |
+1A if used with another CCW / pistol. |
|
D-Cannon |
G24"R, S10, AP2, Heavy 1 Blast. Uses Ordnance damage table against vehicles. Multiple D-Cannon follow the rules for multiple Barrages (see p58 of the 40K rules). |
|
Deathspinner |
12"R, S6, AP-, Rapid Fire. |
|
Eldar Missile Launcher |
48"R. (S8, AP3, Heavy 1) OR (S4, AP4, Heavy 1 Blast). |
|
PowerBlades |
No armour save in close combat. +1A (included on profile). |
|
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. |
|
Shuriken Catapult |
12"R, S4, AP5, Assault 2. |
|
Shuriken Pistol |
12"R, S4, AP5, Pistol. |
|
Star Cannon |
36"R, S6, AP2, Heavy 3. |
|
Witchblade |
Wounds on 2+. 3 * St + D6 AP. |
|