| Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
| Farseer (HQ) |
1 |
5 |
5 |
3 |
4 |
3 |
5 |
1 |
10 |
4(I)+ |
|
Independent Character; Psyker; Shuriken Pistol (x1); Singing Spear
|
| Ghosthelm |
Ignore Perils of the Warp on a 4+. Daemons fighting the wearer 1/2 WS. |
| 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. |
| Guide |
At the start of the Eldar turn, nominate one Eldar unit within 6". This unit may re-roll missed shooting 'to hit' rolls until the start of the next Eldar turn (Guess Range weapons can re-roll the scatter dice). |
| Guardian Defender Squad (Troops) |
9 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
|
Shuriken Catapult
|
| Grav Platform & Crew |
2 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
|
Move and fire; Shuriken Catapult (x2); Missile Launcher (x1)
|
| Warlock |
1 |
4 |
4 |
3 |
3 |
1 |
4 |
1 |
8 |
4(I)+ |
|
Shuriken Pistol (x1); Singing Spear
|
| Conceal |
The Warlock's whole squad always has a 5+ cover save. |
| Guardian Defender Squad (Troops) |
9 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
|
Shuriken Catapult
|
| Grav Platform & Crew |
2 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
|
Move and fire; Shuriken Catapult (x2); Star Cannon (x1)
|
| Warlock |
1 |
4 |
4 |
3 |
3 |
1 |
4 |
1/2 |
8 |
4(I)+ |
|
Shuriken Pistol (x1); Witchblade (x1)
|
| Conceal |
The Warlock's whole squad always has a 5+ cover save. |
| Guardian Storm Squad (Troops) |
8 |
3 |
3 |
3 |
3 |
1 |
4 |
1/2* |
8 |
5+ |
|
Shuriken Pistol & CCW (x6); Flamer (x1); Fusion Gun (x1)
|
| Warlock |
1 |
4 |
4 |
3 |
3 |
1 |
4 |
1 |
8 |
4(I)+ |
|
Witchblade (x1)
|
| Enhance |
The Warlock's squad gain +1WS and +1I (Not shown on profile). |
| Wave Serpent |
1 |
BS: 3 Front: 12 Side: 12 Rear: 10 |
|
Skimmer; Tank; Fast; Energy Field; Carries 10 models, or 5 Wraithguard and a Warlock; Cannot carry Avatars, Wraithlords or Anti-Grav Platforms; Linked Shuriken Catapults; Linked Star Cannon
|
| 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. |
| Rangers (Troops) |
4 |
3 |
4 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
|
Infiltrate if allowed; Roll an extra dice in difficult terrain; Cameleoline cloaks; Shuriken Pistol; Ranger Long Rifle
|
| Striking Scorpions (Elites) |
5 |
4 |
4 |
4 |
3 |
1 |
5 |
1/2 |
9 |
3+ |
|
Mandiblasters; Shuriken Pistol & CCW; Plasma & Haywire Grenades
|
| Exarch |
1 |
5 |
5 |
4/9 |
3 |
1 |
6 |
2/3 |
9 |
3+ |
|
Mandiblasters; Scorpion's Claw; Shuriken Pistol; Plasma & Haywire Grenades
|
| Crushing Blow |
+1 Strength (included on profile). |
| Vyper Squadron (Fast Attack) |
1 |
BS: 3 Front: 10 Side: 10 Rear: 10 |
|
Fast; Skimmer; Open-Topped; Linked Shuriken Catapults (x1); Bright Lance (x1)
|
| Crystal Targetting Matrix |
The vehicle can fire at any point in the Movement Phase, instead of in the Shooting Phase. The TOTAL distance moved (i.e., before and after shooting) determines how many weapons may be fired. |
| War Walker (Heavy Support) |
2 |
WS: 3 BS: 3 S: 5 I: 4 A: 2 |
|
Front Armour: 10; Side Armour: 10; Rear Armour: 10; Walker; Open-Topped; Energy Field in Front arc; Left Scatter Laser (x2); Right Scatter Laser (x2)
|
| Falcon Grav-Tank (Heavy Support) |
1 |
BS: 3 Front: 12 Side: 12 Rear: 10 |
|
Skimmer; Tank; Fast; Carries 6 models (not Avatars, Wraithlords, Wraithguard, or squads with an Antigrav platform); Linked Shuriken Catapults; Scatter Laser; Pulse Laser
|
| Holo-Field |
If vehicle is hit, roll twice on the Damage table and choose the lowest dice. |
| Fire Prism (Heavy Support) |
1 |
BS: 3 Front: 12 Side: 12 Rear: 10 |
|
Skimmer; Tank; Fast; Linked Shuriken Catapults; Prism Cannon
|
| Crystal Targetting Matrix |
The vehicle can fire at any point in the Movement Phase, instead of in the Shooting Phase. The TOTAL distance moved (i.e., before and after shooting) determines how many weapons may be fired. |
| Option Footnotes: |
|
| Bright Lance |
36"R, S8, AP2, Assault 1. Treats AV > 12 as 12. |
| CC Weapon |
+1A if used with another CCW / pistol. |
| Eldar Missile Launcher |
48"R. (S8, AP3, Heavy 1) OR (S4, AP4, Heavy 1 Blast). |
| Flamer |
Template, S4, AP5, Assault 1. |
| Fusion Gun |
12"R, S6, AP1, Assault 1. +D6 AP at 6". |
| 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. |
| Linked Shuriken Catapults |
12"R, S4, AP5, Assault 2, Linked. |
| Linked Star Cannon |
36"R, S6, AP2, Heavy 3, 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+. |
| Plasma Grenades |
Negates effects of cover in combat. |
| Prism Cannon |
60"R, S9, AP2, Heavy 1 Blast. |
| 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. |
| 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. |
| Singing Spear |
12"R, Wounds on 2+, AP-, Assault 1. May be used in close combat OR shooting, but not both in the same turn. Against vehicles, has 3*St + D6 AP. |
| Star Cannon |
36"R, S6, AP2, Heavy 3. |
| Witchblade |
Wounds on 2+. 3 * St + D6 AP. |