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Eldar done MVBRantd rules HQ (Guide)Farseer with Spirit Stones, Runes of warding, Doom, Fortune, guide = 135 Elites

5 Fire dragons with exarch, crack shot and tank hunters=112 10 Howling banshees with exarch with executioner and acrobatics=187 2 Wave serpent with spirit stones and shuriken catapult twin linked Bright lance = 240(120) Wave serpent with spirit stones and shuriken catapult twin linked scatter laser =100 Troops 1 =11 man Guardian Squad with 3 Fusion Guns and warlock with destructor=106 1 =6 man Dire avengers Squads with Exarch with Blade storm Dire sword 1 catapults=119 1 =10 man Dire avengers Squads with Exarch with Blade storm Dire sword 1 catapults=167 Heavy support 2 Falcons with Holo fields, Bright Lance and spirit stones= (165) 330 Total =1496 Guides If your army contains a single HQ unit, this unit is known as the Guide for the army (some special rules will apply to various units) If your army contains two HQ units, one must be nominated as the Guide at the time you build your army list For any HQ unit whose selection modifies the force organization chart, enables special rules for guardians or other units, or enables the purchase of additional equipment or models for any units, these abilities only function if that unit is the army Guide So, for example, if you select both Maugen Ra and Jain Zarr, and nominate Maugen Ra as the Guide, you may not take Banshees as a retinue for Jain Zarr, or as Troops, and they would remain available only as a 0-1 Elites choice. Agility of the Ancients Most Eldar units will have either the Fleet or Hit and Run special rule, to represent their speed and agility, and in certain cases special equipment designed to accelerate their movements or get them out of tricky situations These special rule additions where relevant will be added next to the unit name as either (F) for Fleet, or (H) for Hit and Run Mastery of Fate Unless otherwise stated, Eldar psykers never need to test in order to pass Psychic Tests; their powers go off automatically; they can still be nullified in the normal fashion by abilities and resistances that would stop their effects; this and other farseer changes render the equipping of certain wargear superfluous by design Runes of Warding Eldar Farseers are automatically equipped with Runes of Warding, which retain their effect, but only upon units within 12 of the Farseer or the transport he is

riding in Farseer (F) 90 points base Fortune Change When fortune is cast upon a unit, roll a d6; add the result to the # of models in the fortuned unit, and place dice down marking the total value. The unit may re-roll this number of saves for the next full game turn Fortune and Guide are always powers owned by the Farseer; one always activates every turn, in ADDITION to any other powers used by the Farseer; each can ONLY be activated once (the exception being Eldrad, see below)

Elite
Fire Dragons (H) Heat Waves: -1 BS to shoot at them if they fired their weapons in the previous shooting phase Dedicated Fire Dragon Wave Serpents gain the Tank Hunter USR Banshees (F) Furious Charge Enemies may not fall back from Banshees the turn they charge (do not take No Retreat! saves, however) May disembark from any point of their dedicated Wave Serpent

Troops
Avengers (H) 0-2 3 shot, 24" range base; Bladestorm is TWO additional shots, not one Guardian (F) Note impact of different guides upon them 18" catapults 2 heavy weapons (defenders) or 3 special weapons (storm guardians) per unit; Shuriken Cannons at 10 points, Scatter Lasers and Eldar Missile Launchers at 15 points, Star Cannons and Bright Lances at 20 points If armys Guide is a Wraithseer, may replace up to 2 guardians per squad with Wraithguard at the standard Wraithguard points cost If armys Guide is Jain Zarr Storm Guardians gain Furious Charge Karandras Storm Guardians gain Rending in close combat Asurmen Guardian Defender Shuriken Catapults and Storm Guardian Shuriken Pistols gain +1 shot Fuegan Guardian Defender Bright Lances become AP1, and Eldar Missile Launchers become AP2 Maugen Ra Guardian Defenders gain +1BS during any turn in which they do not move If armys Guide is a Farseer, Guardians gain Warlock unit upgrades at no points cost (including psychic ability) Wave Serpent 50 points base Energy Field cost 25 points All other upgrades cost 5 points less than current dex cost (unless currently 5 points already)

Heavy Support
Falcon 105 points base Upgrades are all 5 points cheaper (unless they already cost 5 points)

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