| Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Avatar of Khaine (HQ) |
1 |
10 |
- |
6 |
6 |
4 |
5 |
3 |
10 |
5(I)+ |
80 |
|
Fearless; Inspiring; Independent Character; Monstrus Creature; Daemon; Wailing Doom
|
| Farseer (HQ) |
1 |
5 |
5 |
3 |
4 |
3 |
5 |
1/2 |
10 |
4(I)+ |
188 |
|
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] |
| Spirit Stones |
A Farseer with Spirit Stones can use two different Powers every turn. |
[40] |
| 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] |
| 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). |
[30] |
| Warlock Bodyguard |
1 |
4 |
4 |
3 |
3 |
1 |
4 |
1/2 |
8 |
4(I)+ |
[42] |
|
Psychic Powers; Shuriken Pistol (x1); Witchblade (x1)
|
| Enhance |
The Warlock's squad gain +1WS and +1I (Not shown on profile). |
[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) |
6 |
4 |
4 |
4 |
3 |
1 |
5 |
1/2 |
9 |
3+ |
180 |
|
Mandiblasters; Shuriken Pistol & CCW; Plasma & Haywire Grenades
|
| Exarch |
1 |
5 |
5 |
4/5 |
3 |
1 |
6 |
2/3 |
9 |
3+ |
[66] |
|
Biting Blade; Mandiblasters; Shuriken Pistol; Plasma & Haywire Grenades
|
| Crushing Blow |
+1 Strength (included on profile). |
[10] |
| Stealth |
The Exarch and his squad may Infiltrate if allowed. |
[20] |
| Warp Spiders (Elites) |
4 |
4 |
4 |
3 |
3 |
1 |
5 |
1 |
9 |
3+ |
192 |
|
Warp Jump Generators; Deathspinner
|
| Exarch |
1 |
5 |
5 |
3 |
3 |
1 |
6 |
2/3 |
9 |
3+ |
[104] |
|
PowerBlades; 2 Deathspinners
|
| Withdraw |
Unit may voluntarily Fall Back after the Assault Phase, enemy may only Consolidate. The unit automatically regroups. |
[15] |
| Surprise Assault |
When the Exarch and his squad charge, they get +2 At (rather than +1). |
[30] |
| Dire Avengers (Troops) |
6 |
4 |
4 |
3 |
3 |
1 |
5 |
1 |
9 |
4+ |
138 |
|
Shuriken Catapult
|
| Exarch |
1 |
5 |
5 |
3 |
3 |
1 |
6 |
2/3 |
9 |
3+ |
[66] |
|
Shur. Pistol & Dire Sword
|
| Distract |
One model in contact with the Exarch loses 1 attack. |
[8] |
| Defend |
If the Exarch strikes last in combat, enemies need a '6' to hit him. |
[12] |
| Guardian Defender Squad (Troops) |
10 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
167 |
|
Shuriken Catapult
|
| Grav Platform & Crew |
2 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
[40] |
|
Move and fire; Shuriken Catapult (x2); Scatter Laser (x1)
|
| Warlock |
1 |
4 |
4 |
3 |
3 |
1 |
4 |
1/2 |
8 |
4(I)+ |
[47] |
|
Shuriken Pistol (x1); Witchblade (x1)
|
| Conceal |
The Warlock's whole squad always has a 5+ cover save. |
[20] |
| Guardian Defender Squad (Troops) |
10 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
182 |
|
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] |
|
Shuriken Pistol (x1); Witchblade (x1)
|
| 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
|
| 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
|
| Vyper Squadron (Fast Attack) |
1 |
BS: 3 Front: 10 Side: 10 Rear: 10 |
80 |
|
Fast; Skimmer; Open-Topped; Linked Shuriken Catapults (x1); Scatter Laser (x1)
|
| Holo-Field |
If vehicle is hit, roll twice on the Damage table and choose the lowest dice. |
[25] |
| Dark Reapers (Heavy Support) |
5 |
4 |
4 |
3 |
3 |
1 |
5 |
1 |
9 |
4+ |
185 |
|
Reaper Launcher
|
| Falcon Grav-Tank (Heavy Support) |
1 |
BS: 3 Front: 12 Side: 12 Rear: 10 |
210 |
|
Skimmer; Tank; Fast; Carries 6 models (not Avatars, Wraithlords, Wraithguard, or squads with an Antigrav platform); Linked Shuriken Catapults; Bright Lance; Pulse Laser
|
| Holo-Field |
If vehicle is hit, roll twice on the Damage table and choose the lowest dice. |
[25] |
| 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. |
[30] |
| Wraithlord (Heavy Support) |
1 |
4 |
4 |
5/10 |
8 |
3 |
4 |
2/3 |
10 |
3+ |
105 |
|
Implacable Advance; Fearless; Flamer (x2); Scatter Laser
|
| Option Footnotes: |
|
|
| 2 Deathspinners |
12"R, S6, AP-, Assault 2. |
|
| 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. |
|
| Deathspinner |
12"R, S6, AP-, Rapid Fire. |
|
| Dire Sword |
No armour save in close combat. If a multi-wound model is wounded by the Dire Sword, it must make a Ld test or die horribly. |
|
| 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). |
|
| Flamer |
Template, S4, AP5, Assault 1. |
|
| 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. |
|
| 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. |
|
| Power Weapon |
No armour save in close combat. |
|
| PowerBlades |
No armour save in close combat. +1A (included on profile). |
|
| 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. |
|
| Shuriken Catapult |
12"R, S4, AP5, Assault 2. |
|
| Shuriken Pistol |
12"R, S4, AP5, Pistol. |
|
| Wailing Doom |
No armour save in close combat. |
|
| Witchblade |
Wounds on 2+. 3 * St + D6 AP. |
|