Swordwind Army Purifiers

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; Monstrous Creature; Daemon; Wailing Doom
Magwaith Nathaal (FarSr) 1 5 5 3 4 3 5 1 10 4(I)+ 144
Independent Character; Psyker; Shuriken Pistol (x1); Singing Spear
  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]
Warp Spiders (Troops) 9 4 4 3 3 1 5 1 9 3+ 302
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]
Striking Scorpions (Troops) 9 4 4 4 3 1 5 1/2 9 3+ 237
Mandiblasters; Shuriken Pistol & CCW; Plasma & Haywire Grenades
  Exarch 1 5 5 4/8 3 1 6 2/3 9 3+ [66]
Mandiblasters; Scorpion's Claw; Shuriken Pistol; Plasma & Haywire Grenades
    Stealth The Exarch and his squad may Infiltrate if allowed. [20]
Howling Banshees (Troops) 9 4 4 3 3 1 5 1/2 9 4+ 201
Power Weapon; Shuriken Pistol; Banshee Mask
  Exarch 1 5 5 3/5 3 1 6 2 9 3+ [57]
Executioner; Shuriken Pistol; Banshee Mask
    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]
Fire Dragons (Troops) 9 4 4 3 3 1 5 1 9 4+ 374
Fusion Gun; Meltabombs
  Exarch 1 5 5 3 3 1 6 2 9 3+ [81]
Firepike; Meltabombs
    Tank Hunter The Exarch may re-roll all AP rolls. [15]
    Burning Fist In Assault, re-roll failed 'to wound' rolls and ignore normal armour saves. [20]
  Wave Serpent 1 BS: 3 Front: 12 Side: 12 Rear: 10 [140]
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
    Star Engines Instead of shooting, the vehicle can move 2D6" straight forward. No troops may (dis)embark if you do this. [15]
Dire Avengers (Troops) 8 4 4 3 3 1 5 1 9 4+ 150
Shuriken Catapult
  Exarch 1 5 5 3 3 1 6 2/3 9 3+ [54]
Shur. Pistol & Dire Sword
    Distract One model in contact with the Exarch loses 1 attack. [8]
Dark Reapers (Troops) 4 4 4 3 3 1 5 1 9 4+ 213
Reaper Launcher
  Exarch 1 5 5 3 3 1 6 2 9 3+ [65]
Reaper Launcher
    Crack Shot The enemy gets no cover saves against the Exarch's shots, and the Exarch may re-roll failed 'to wound' rolls. This skill cannot be used at the same time as Fast Shot. [10]
Guardian Defender Squad (Elites) 16 3 3 3 3 1 4 1 8 5+ 229
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)+ [46]
Witchblade (x1)
    Conceal The Warlock's whole squad always has a 5+ cover save. [20]
Guardian Jetbike Squadron (Elites) 3 3 3 3 3/4 1 4 1 8 3+ 125
12"R, S4, AP5, Assault 2, Linked; Jetbikes; Can always move 6" in the Assault Phase, in any direction, if not Broken; Shuriken Pistol; Linked Shuriken Catapults (x2); Shuriken Cannon (x1)
Rangers (Elites) 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
Vyper Squadron (Elites) 1 BS: 3 Front: 10 Side: 10 Rear: 10 75
Fast; Skimmer; Open-Topped; Linked Shuriken Catapults (x1); Shuriken Cannon Upgrade (x1); Scatter Laser (x1)
Swooping Hawks (Fast Attack) 4 4 4 3 3 1 5 1 9 4+ 157
Grenade Pack; Swooping Hawk Wings; Lasblaster; Plasma Grenades
  Exarch 1 5 5 3 3 1 6 2 9 3+ [73]
Grenade Pack; Swooping Hawk Wings; Hawk's Talon; Plasma Grenades
    Sustained Assault For each hit the Exarch makes in CC, roll to hit again. If he hits with this, roll to hit again. Etc. Keep rolling to hit until the Exarch misses. [20]
    Bounding Leap +D6" charge movement if the Exarch can already charge. The extra movement can be used to attack any model he wishes, not neccessarily the first he comes to. [5]
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
  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]
  Holo-Field If vehicle is hit, roll twice on the Damage table and choose the lowest dice. [25]
Fire Prism (Heavy Support) 1 BS: 3 Front: 12 Side: 12 Rear: 10 145
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. [30]
War Walker (Heavy Support) 2 WS: 3 BS: 3 S: 5 I: 4 A: 2 180
Front Armour: 10; Side Armour: 10; Rear Armour: 10; Walker; Open-Topped; Energy Field in Front arc; Left Bright Lance (x2); Right Scatter Laser (x2)
Wraithlord (Heavy Support) 1 4 4 5/10 8 3 4 2/3 10 3+ 120
Implacable Advance; Fearless; Flamer (x1); Shuriken Catapult (x1); Star Cannon
Hawk (CuVeh) 1 BS: 4 Front: 10 Side: 10 Rear: 10 260
Light Vehicle; Small; Skimmer; Speed: Fast; Move up to 6" and fire all weapons, up to 12" and fire one, or move up to 24" and fire not at all.; Targetter
  D-Cannon Qty: 1; G24"R, S10, AP2, Heavy 1 Blast. Uses Ordnance table against vehicles. Multiple D-Cannon follow rules for multiple Barrages. [30]
  Scatter Laser Qty: 1; 36"R, S6, AP6, Heavy D6.; Gatling; Fires D3 shots for every 1; Twin Linked; Re-roll misses [105]
  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]
  Star Engines Instead of shooting, the vehicle can move 2D6" straight forward. No troops may (dis)embark if you do this. [15]
Total Army Cost: 3259 Pts.
Notes:
All units with a save of 4+ or worse are Fleet of Foot.

Models in Army: 94


Validation Results:
Unit 'Vyper Squadron (Elites)' has too many secondary weapons - it must have one for every model in the unit.
Composition group 'Elite' does not satisfy requirements (<=3unit).
Composition group 'Hvy. Supp.' does not satisfy requirements (<=3unit).

Troop Type Count Unused Points Unused Percent
HQ (>=1unit <=2unit) 2 0 270 n/a 8%
Elite (<=3unit) 4 -1 440 n/a 13%
Troops (>=2unit <=6unit) 6 0 1477 n/a 45%
Fst. Atck. (<=3unit) 2 1 417 n/a 12%
Hvy. Supp. (<=3unit) 4 -1 655 n/a 20%
Other (N/A) 0 n/a 0 n/a 0%
Equipment Summary 22 n/a 548 n/a 16%

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