Хелпикс

Главная

Контакты

Случайная статья





o Craftworld Attribute



Selections: Alaitoc: Fieldcraft

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

Abilities: Alaitoc: Fieldcraft

 

Abilities Description Ref
Alaitoc: Fieldcraft Your opponent must subtract 1 from any hit rolls for attacks that target a unit with this attribute at a range of more than 12".  

· Dedicated Transport [9 PL, 154pts]

o Wave Serpent [9 PL, 154pts]

Selections: Shuriken Cannon [10pts], Spirit Stones [10pts], Twin Shuriken Cannon [17pts], Vectored Engines [10pts]

Categories: Faction: < Craftworld>, Faction: Aeldari, Faction: Asuryani, Dedicated Transport, Fly, Transport, Vehicle, Faction: Warhost, Wave Serpent, Falcon

Abilities: Explodes (Hover Tank), Hover Tank, Serpent Shield, Spirit Stones, Vectored Engines, Transport: Transport (Wave Serpent), Unit: Wave Serpent, Weapon: Shuriken Cannon, Twin Shuriken Cannon, Wound Track: Wave Serpent 1., Wave Serpent 2., Wave Serpent 3.

 

Abilities Description Ref
Explodes (Hover Tank) If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.  
Hover Tank Distance and ranges are always measured to and from this model's hull, even though it has a base.  
Serpent Shield Any damage suffered by a Wave Serpent from a ranged weapon is reduced by 1, to a minimum of 1. In addition, once per battle, in your Shooting phase, a Wave Serpent can discharge its serpent shield in its Shooting phase by rolling a D6. On a 2+ the nearest visible enemy unit within 24" suffers D3 mortal wounds. The Wave Serpent then gains no benefit from this ability for the remainder of the battle.  
Spirit Stones Roll a D6 each time a model with spirit stones suffers an unsaved wound or mortal wound: on a 6 the wound is ignored.  
Vectored Engines If a model with vectored engines Advances, your opponent must subtract 1 from all hit rolls for ranged weapons that target it until your next Movement phase.  

 

Transport Capacity Ref
Transport (Wave Serpent) This model can transport 12 PHOENIX LORD or < CRAFTWORLD> INFANTRY models. Each WRAITHGUARD or WRAITHBLADE model takes the space of two other models. It cannot transport JUMP PACK models.  

 

Unit M WS BS S T W A Ld Save Ref
Wave Serpent * 6+ * * 3+  

 

Weapon Range Type S AP D Abilities Ref
Shuriken Cannon 24" Assault 3 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.  
Twin Shuriken Cannon 24" Assault 6 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.  

 

Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref
Wave Serpent 1. 7-13+ 16" 3+  
Wave Serpent 2. 4-6 12" 4+ D3  
Wave Serpent 3. 1-3 8" 5+  

· Heavy Support [22 PL, 445pts]

o Fire Prism [9 PL, 175pts]

Selections: Shuriken Cannon [10pts], Spirit Stones [10pts]

Categories: Faction: < Craftworld>, Faction: Aeldari, Faction: Asuryani, Fly, Heavy Support, Vehicle, Faction: Warhost, Fire Prism, Falcon, Transport

Abilities: Explodes (Hover Tank), Hover Tank, Pulsed Laser Discharge, Spirit Stones, Unit: Fire Prism, Weapon: Prism Cannon (Dispersed), Prism Cannon (Focused), Prism Cannon (Lance), Shuriken Cannon, Wound Track: Fire Prism 1., Fire Prism 2., Fire Prism 3.

 

Abilities Description Ref
Explodes (Hover Tank) If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.  
Hover Tank Distance and ranges are always measured to and from this model's hull, even though it has a base.  
Pulsed Laser Discharge If this model remains stationary or moves under half speed in its Movement phase (i. e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its prism cannon twice in its next Shooting phase (the prism cannon must use the same profile and target the same unit both times it is fired).  
Spirit Stones Roll a D6 each time a model with spirit stones suffers an unsaved wound or mortal wound: on a 6 the wound is ignored.  

 

Unit M WS BS S T W A Ld Save Ref
Fire Prism * 6+ * * 3+  

 

Weapon Range Type S AP D Abilities Ref
Prism Cannon (Dispersed) 60" Heavy D6 -3 -  
Prism Cannon (Focused) 60" Heavy D3 -4 D3 -  
Prism Cannon (Lance) 60" Heavy 1 -5 D6 -  
Shuriken Cannon 24" Assault 3 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.  

 

Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref
Fire Prism 1. 7-12+ 16" 3+  
Fire Prism 2. 4-6 12" 4+ D3  
Fire Prism 3. 1-3 8" 5+  

o Fire Prism [9 PL, 180pts]

Selections: Crystal Targeting Matrix [5pts], Shuriken Cannon [10pts], Spirit Stones [10pts]

Categories: Faction: < Craftworld>, Faction: Aeldari, Faction: Asuryani, Fly, Heavy Support, Vehicle, Faction: Warhost, Fire Prism, Falcon, Transport

Abilities: Crystal Targeting Matrix, Explodes (Hover Tank), Hover Tank, Pulsed Laser Discharge, Spirit Stones, Unit: Fire Prism, Weapon: Prism Cannon (Dispersed), Prism Cannon (Focused), Prism Cannon (Lance), Shuriken Cannon, Wound Track: Fire Prism 1., Fire Prism 2., Fire Prism 3.

 

Abilities Description Ref
Crystal Targeting Matrix A model with a crystal targeting matrix does not suffer the penalty for firing a heavy weapon after moving when targeting the closest enemy unit.  
Explodes (Hover Tank) If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.  
Hover Tank Distance and ranges are always measured to and from this model's hull, even though it has a base.  
Pulsed Laser Discharge If this model remains stationary or moves under half speed in its Movement phase (i. e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its prism cannon twice in its next Shooting phase (the prism cannon must use the same profile and target the same unit both times it is fired).  
Spirit Stones Roll a D6 each time a model with spirit stones suffers an unsaved wound or mortal wound: on a 6 the wound is ignored.  

 

Unit M WS BS S T W A Ld Save Ref
Fire Prism * 6+ * * 3+  

 

Weapon Range Type S AP D Abilities Ref
Prism Cannon (Dispersed) 60" Heavy D6 -3 -  
Prism Cannon (Focused) 60" Heavy D3 -4 D3 -  
Prism Cannon (Lance) 60" Heavy 1 -5 D6 -  
Shuriken Cannon 24" Assault 3 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.  

 

Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref
Fire Prism 1. 7-12+ 16" 3+  
Fire Prism 2. 4-6 12" 4+ D3  
Fire Prism 3. 1-3 8" 5+  

o War Walkers [4 PL, 90pts]

Categories: Faction: < Craftworld>, Faction: Aeldari, Faction: Asuryani, Heavy Support, Vehicle, War Walker, Faction: Warhost

§ War Walker [4 PL, 90pts]

Selections: Bright Lance [20pts], Bright Lance [20pts]

Abilities: Ancient Doom, Battle Focus, Explodes (War Walker), Power Field, Scout Vehicle, Unit: War Walker, Weapon: Bright Lance

 

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.  
Explodes (War Walker) If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3" suffers a mortal wound.  
Power Field Models in this unit have a 5+ invulnerable save.  
Scout Vehicle During deployment, you can set up this unit on the enemy's flanks instead of placing it on the battlefield. At the end of any of your Movement phases the unit can join battle - set it up so that all models in the unit are within 3" of a battlefield edge of your choice and more than 9" away from any enemy models.  

 

Unit M WS BS S T W A Ld Save Ref
War Walker 10" 3+ 3+ 4+  

 

Weapon Range Type S AP D Abilities Ref
Bright Lance 36" Heavy 1 -4 D6 -  

· HQ [7 PL, 140pts]

o Farseer Skyrunner [7 PL, 140pts]

Selections: 1. Guide, 2. Doom, Shuriken Pistol, Singing Spear [5pts], Twin Shuriken Catapult [5pts]

Categories: Faction: < Craftworld>, Faction: Aeldari, Faction: Asuryani, Character, Biker, Farseer Skyrunner, Fly, HQ, Psyker, Faction: Warhost

Abilities: Ancient Doom, Battle Focus, Ghosthelm, Ride the Wind, Rune Armour, Runes of the Farseer, Psychic Power: Doom, Guide, Smite, Psyker: Psyker (Farseer), Unit: Farseer Skyrunner, Weapon: Shuriken Pistol, Singing Spear (melee), Singing Spear (shooting), Twin Shuriken Catapult

 

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.  
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.  
Ride the Wind When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.  
Rune Armour This model has a 4+ invulnerable save.  
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.  

 

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.  
Guide 24" If manifested, choose a friendly ASURYANI unit within 24" of the psyker. You can re-roll failed hit rolls for that unit's ranged weapons 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 (Farseer) 2 - Runes of Fate    

 

Unit M WS BS S T W A Ld Save Ref
Farseer Skyrunner 16" 2+ 2+ 4+  

 

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.  
Singing Spear (melee) Melee Melee User D3 This weapon always wounds on a roll of 2+.  
Singing Spear (shooting) 12" Assault 1 D3 This weapon always wounds on a roll of 2+.  
Twin Shuriken Catapult 12" Assault 4 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.  

Outrider Detachment +1CP (Aeldari - Craftworlds) [23 PL, 521pts]

· No Force Org Slot



  

© helpiks.su При использовании или копировании материалов прямая ссылка на сайт обязательна.