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New Roster (Warhammer 40,000 8th Edition) [94 PL, 1850pts]



  New Roster (Warhammer 40, 000 8th Edition) [94 PL, 1850pts]

Supreme Command Detachment +1CP (Aeldari - Craftworlds) [24 PL, 415pts]

· No Force Org Slot

o Craftworld Attribute

Selections: Iyanden: Stoic Endurance

Categories: Faction: < Craftworld>, Faction: Asuryani, No Force Org Slot

Abilities: Iyanden: Stoic Endurance

 

Abilities Description Ref
Iyanden: Stoic Endurance A unit with this attribute can never lose more than one model as a result of any single failed Morale test. In addition, if a unit with a damage chart has this attribute, double the number of wounds it actually has remaining whenever you are consulting the chart to determine its characteristics.  

· HQ [14 PL, 240pts]

o Eldrad Ulthran [8 PL, 150pts]

Selections: 2. Doom, 3. Fortune, 4. Executioner

Categories: Faction: Aeldari, Faction: Asuryani, Faction: Warhost, Psyker, Infantry, HQ, Character, Faction: Ulthwe, Eldrad Ulthran

Abilities: Ancient Doom, Armour of Last Runes, Battle Focus, Ghosthelm, Runes of the Farseer, Spiritlink, Psychic Power: Doom, Executioner, Fortune, Smite, Psyker: Psyker (Eldrad), Unit: Eldrad Ulthran, Weapon: Shuriken Pistol, Staff of Ulthamar, Witchblade

 

Abilities Description Ref
Ancient Doom You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.  
Armour of Last Runes Eldrad Ulthran has a 3+ invulnerable save.  
Battle Focus If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.  
Ghosthelm Roll a D6 whenever this model suffers a mortal wound, adding 3 to the roll if the mortal wound was inflicted as a result of the psyker suffering Perils of the Warp. On a roll of 5+, that wound is ignored.  
Runes of the Farseer Once in each Psychic phase, you can re-roll any number of dice used for this model's attempt to manifest or deny a psychic power.  
Spiritlink Whenever you pass a Psychic test for Eldrad Ulthran, you can add 1 to the next Psychic test you take for him until the end of the phase.  

 

Psychic Power Warp Charge Range Details Ref
Doom 24" If manifested, choose an enemy unit within 24" of the psyker. You can re-roll failed wound rolls againt that unit until your next Psychic phase.  
Executioner 18" If manifested, the nearest enemy unit within 18" of the psyker suffers D3 mortal wounds. If a model in the target unit is slain as a result of this, the target units suffers an additional D3 mortal wounds. Codex: Craftworlds p125
Fortune 24" If manifested, choose a friendly ASURYANI unit within 24" of the psyker. Until your next Psychic phase, whenever that unit suffers a wound, roll a D6. On a 5+ that wound is ignored. If a unit already has an ability with a similar effect (e. g. Ulthwe's Foresight of the Damned attribute, or the Avatar of Khaine's Molten Body ability) then the effect of Fortune replaces that of the ability until your next Psychic phase.  
Smite 18" Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.  

 

Psyker Cast Deny Powers Known Other Ref
Psyker (Eldrad) 3 - Runes of Fate    

 

Unit M WS BS S T W A Ld Save Ref
Eldrad Ulthran 7" 2+ 2+ 6+  

 

Weapon Range Type S AP D Abilities Ref
Shuriken Pistol 12" Pistol 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.  
Staff of Ulthamar Melee Melee +2 -2 D3 -  
Witchblade Melee Melee User D3 This weapon always wounds on a roll of 2+  

o Spiritseer [3 PL, 45pts]

Selections: 6. Empower/Enervate, Shuriken Pistol

Categories: Faction: < Craftworld>, Faction: Aeldari, Faction: Asuryani, Character, HQ, Infantry, Psyker, Faction: Spirit Host, Spiritseer

Abilities: Ancient Doom, Battle Focus, Rune Armour, Spirit Mark, Psychic Power: 6. 1 Empower, 6. 2 Enervate, Smite, Psyker: Psyker, Unit: Spiritseer, Weapon: Shuriken Pistol, Witch Staff

 

Abilities Description Ref
Ancient Doom You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.  
Battle Focus If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.  
Rune Armour This model has a 4+ invulnerable save.  
Spirit Mark You can re-roll hit rolls of 1 for friendly < CRAFTWORLD> SPIRIT HOST units' attacks against enemy units that are within 6" of this model.  

 

Psychic Power Warp Charge Range Details Ref
6. 1 Empower 18" Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18" of the psyker - add 1 to wound rolls in the Fight phase for that unit until your next Psychic phase.  
6. 2 Enervate 18" Choose an enemy unit within 18" of the psyker - your opponent must subtract 1 from all wound rolls made for that unit in the Fight phase until your next Psychic phase.  
Smite 18" Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.  

 

Psyker Cast Deny Powers Known Other Ref
Psyker 1 - Runes of Battle    

 

Unit M WS BS S T W A Ld Save Ref
Spiritseer 7" 2+ 2+ 6+  

 

Weapon Range Type S AP D Abilities Ref
Shuriken Pistol 12" Pistol 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.  
Witch Staff Melee Melee User This weapon always wounds on the roll of 2+.  

o Spiritseer [3 PL, 45pts]

Selections: 3. Enhance/Drain, Psytronome of Iyanden, Shuriken Pistol

Categories: Faction: < Craftworld>, Faction: Aeldari, Faction: Asuryani, Character, HQ, Infantry, Psyker, Faction: Spirit Host, Spiritseer

Abilities: Ancient Doom, Battle Focus, Psytronome of Iyanden, Rune Armour, Spirit Mark, Psychic Power: 3. 1 Enhance, 3. 2 Drain, Smite, Psyker: Psyker, Unit: Spiritseer, Weapon: Shuriken Pistol, Witch Staff

 

Abilities Description Ref
Ancient Doom You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.  
Battle Focus If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.  
Psytronome of Iyanden IYANDEN PSYKER only. Once during the battle, at the start of a Fight phase, you can declare that this model will activate the Psytronome of Iyanden. If you do so, for the rest of that Fight phase the Attacks characteristics of all friendly IYANDEN WRAITH CONSTRUCT units that are within 6" of this model are doubled. However, at the end of the Fight phase, each IYANDEN WRAITH CONSTRUCT unit that was affected by the Psytronome suffers D3 mortal wounds.  
Rune Armour This model has a 4+ invulnerable save.  
Spirit Mark You can re-roll hit rolls of 1 for friendly < CRAFTWORLD> SPIRIT HOST units' attacks against enemy units that are within 6" of this model.  

 

Psychic Power Warp Charge Range Details Ref
3. 1 Enhance 18" Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18" of the psyker - add 1 to hit rolls in the Fight phase made for that unit until your next Psychic phase.  
3. 2 Drain 18" Choose an enemy unit within 18" of the psyker - your opponent must subtract 1 from all hit rolls for that unit until your next Psychic phase.  
Smite 18" Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.  

 

Psyker Cast Deny Powers Known Other Ref
Psyker 1 - Runes of Battle    

 

Unit M WS BS S T W A Ld Save Ref
Spiritseer 7" 2+ 2+ 6+  

 

Weapon Range Type S AP D Abilities Ref
Shuriken Pistol 12" Pistol 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.  
Witch Staff Melee Melee User This weapon always wounds on the roll of 2+.  

· Elites [10 PL, 175pts]

o Wraithblades [10 PL, 175pts]

Selections: Ghostswords [30pts], 5x Wraithblade [145pts]

Categories: Faction: < Craftworld>, Faction: Aeldari, Faction: Asuryani, Elites, Infantry, Faction: Spirit Host, Wraithblades, Wraith Construct

Abilities: Ancient Doom, Fires of Wrath, Unit: Wraithblade, Weapon: Ghostswords

 

Abilities Description Ref
Ancient Doom You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.  
Fires of Wrath Add 1 to the Attacks characteristic of models in this unit in a turn in which it charges.  

 

Unit M WS BS S T W A Ld Save Ref
Wraithblade 5" 3+ 3+ 3+  

 

Weapon Range Type S AP D Abilities Ref
Ghostswords Melee Melee +1 -3 Each time the bearer fights, it can make 1 additional attack with this weapon.  

Spearhead Detachment +1CP (Aeldari - Craftworlds) [47 PL, 914pts]

· Flyer [9 PL, 175pts]

o Crimson Hunter Exarch [9 PL, 175pts]

Selections: Two Bright Lances [40pts]

Categories: Faction: < Craftworld>, Faction: Aeldari, Faction: Asuryani, Faction: Aspect Warrior, Crimson Hunter, Fly, Flyer, Vehicle

Abilities: Airborne, Crash and Burn, Hard To Hit, Marksman's Eye, Skyhunters, Wings of Khaine, Unit: Crimson Hunter Exarch, Weapon: Bright Lance, Pulse Laser, Wound Track: Crimson Hunter Exarch 1., Crimson Hunter Exarch 2., Crimson Hunter Exarch 3.

 

Abilities Description Ref
Airborne This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.  
Crash and Burn If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.  
Hard To Hit Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.  
Marksman's Eye You can re-roll hit rolls of 1 for this model's ranged weapons.  
Skyhunters You can re-roll all failed wound rolls for this model's ranged weapons that target units that can FLY.  
Wings of Khaine When this model Advances, add 20" to its Move characteristic for that Movement phase instead of rolling a dice. Each time this model moves, first pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves), and then move the model straight forwards. Once its move has finished, you can pivot it a further 90 degrees as before.  

 

Unit M WS BS S T W A Ld Save Ref
Crimson Hunter Exarch * 6+ * 3+  

 

Weapon Range Type S AP D Abilities Ref
Bright Lance 36" Heavy 1 -4 D6 -  
Pulse Laser 48" Heavy 2 -3 -  

 

Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref
Crimson Hunter Exarch 1. 7-12+ 20-60" 2+    
Crimson Hunter Exarch 2. 4-6 20-40" 3+    
Crimson Hunter Exarch 3. 1-3 20-25" 4+    

· No Force Org Slot



  

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