2000 Pts - Eldar Army No Name

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.
Total Army Cost: 2004 Pts.
Notes:
All units with a save of 4+ or worse are Fleet of Foot.
Harlequin Allies only available when fighting against Chaos.

Models in Army: 70


Validation Results:
Total Points exceed maximum allowed roster size (max 2000).

Troop Type Count Unused Points Unused Percent
HQ (>=1unit <=2unit) 2 0 362 1638 18%
Elite (<=3unit) 3 0 517 1483 25%
Troops (>=2unit <=6unit) 5 1 545 1455 27%
Fst. Atck. (<=3unit) 1 2 80 1920 4%
Hvy. Supp. (<=3unit) 3 0 500 1500 25%
Other (N/A) 0 n/a 0 2000 0%
Equipment Summary 18 n/a 348 n/a 17%

Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc.