| 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)+ |
76 |
|
Independent Character; Psyker; Shuriken Pistol (x1); Witchblade (x1)
|
| Ghosthelm |
Ignore Perils of the Warp on a 4+. Daemons fighting the wearer 1/2 WS. |
[5] |
| 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] |
| Fire Dragons (Elites) |
6 |
4 |
4 |
3 |
3 |
1 |
5 |
1 |
9 |
4+ |
183 |
|
Fusion Gun; Meltabombs
|
| Exarch |
1 |
5 |
5 |
3 |
3 |
1 |
6 |
2 |
9 |
3+ |
[81] |
|
Firepike; Meltabombs
|
| Burning Fist |
In Assault, re-roll failed 'to wound' rolls and ignore normal armour saves. |
[20] |
| Tank Hunter |
The Exarch may re-roll all AP rolls. |
[15] |
| Howling Banshees (Elites) |
5 |
4 |
4 |
3 |
3 |
1 |
5 |
1/2 |
9 |
4+ |
145 |
|
Power Weapon; Shuriken Pistol; Banshee Mask
|
| Exarch |
1 |
5 |
5 |
3/5 |
3 |
1 |
6 |
2 |
9 |
3+ |
[65] |
|
Executioner; Shuriken Pistol; Banshee Mask
|
| Acrobatic |
Before attacking in CC, the Exarch may be repositioned in contact with any enemy model in the opposing unit. |
[8] |
| War Shout |
In the first round of Assault, any enemy fighting the Exarch must pass a Ld test or reduce their WS by 1 for the rest of that Assault Phase. |
[20] |
| Striking Scorpions (Elites) |
5 |
4 |
4 |
4 |
3 |
1 |
5 |
1/2 |
9 |
3+ |
123 |
|
Mandiblasters; Shuriken Pistol & CCW
|
| Exarch |
1 |
5 |
5 |
4/5 |
3 |
1 |
6 |
2/3 |
9 |
3+ |
[43] |
|
Biting Blade; Mandiblasters; Shuriken Pistol
|
| Crushing Blow |
+1 Strength (included on profile). |
[10] |
| Guardian Defender Squad (Troops) |
5 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
145 |
|
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 |
8 |
4(I)+ |
[50] |
|
CC Weapon (x1); Singing Spear
|
| Conceal |
The Warlock's whole squad always has a 5+ cover save. |
[20] |
| Rangers (Troops) |
4 |
3 |
4 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
76 |
|
Infiltrate if allowed; Roll an extra dice in difficult terrain; Cameleoline cloaks; Shuriken Pistol; Ranger Long Rifle
|
| Dark Reapers (Heavy Support) |
5 |
4 |
4 |
3 |
3 |
1 |
5 |
1 |
9 |
4+ |
185 |
|
Reaper Launcher
|
| Vyper Squadron (Fast Attack) |
1 |
BS: 3 Front: 10 Side: 10 Rear: 10 |
65 |
|
Fast; Skimmer; Open-Topped; Linked Shuriken Catapults (x1); Bright Lance (x1)
|
| Option Footnotes: |
|
|
| Banshee Mask |
Always strike first in the first round of an assault. If both sides always strike first, they go simultaneously. |
|
| Biting Blade |
If an enemy with more than 1 wound is wounded, continue rolling to wound until you fail to do so. |
|
| 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). |
|
| Executioner |
No armour save in close combat. +2S (included on profile). |
|
| Firepike |
18"R, S8, AP1, Assault 1. +D6 AP at 9". |
|
| Fusion Gun |
12"R, S6, AP1, Assault 1. +D6 AP at 6". |
|
| 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. |
|
| Power Weapon |
No armour save in close combat. |
|
| 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. |
|
| 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. |
|
| Witchblade |
Wounds on 2+. 3 * St + D6 AP. |
|