| 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] |