GOWL 2017 Preliminaries Game One: Eldar Craftworlds FOC

So our first game of the Garage Origins Warhammer League’s inaugural season took place just before the Christmas break. Erik and his Eldar Craftworlds Warhost hosted Jared and his Space Wolves Deathpack Formation. I’m going to be releasing the Battle Report throughout the coming week but first I want to focus on each player’s Force Organisation Chart (FOC). This Saturday, we’ll be checking out Erik’s 1500pt. Eldar Craftworlds list.

Eldar Craftworlds Force Roster

Erik has decided to run a Craftworld Warhost Detachment comprised of a Guardian Battlehost Formation as his Core detachment requirement and an Aspect Host Formation as his Auxiliary detachment requirement. This grants the entire Warhost a Command Benefit: Matchless Agility. The Guardian Battlehost formation imparts upon its units the special rules Our Time of Need and Vaul’s Might. Likewise, the Aspect Host formation gives its units the special rules Rites of Battle and Shrinekeepers.

Command Benefits

Matchless Agility: If a unit composed entirely of models from this Detachment Runs, do not roll a D6 to determine its Run distance. Instead, it automatically counts as having rolled a 6 (this will normally mean that the unit can Run up to 6″). Again, this special rule is applied to every model in the Craftworld Warhost.

Our Time of Need: Units of Guardian Defenders from this Guardian Battlehost Formation can take a Heavy Weapon Platform at no points cost instead of the points cost listed on their datasheet.

Vaul’s Might: Vypers, War Walkers and the Vaul’s Wrath Support Battery from this Guardian Battlehost Formation gain the Preferred Enemy special rule when shooting at a unit that is within 12″ of a unit of Guardian Defenders from this Formation.

Rites of Battle: Immediately after determining Warlord Traits, choose either Weapon Skill or Ballistic Skill. All units in this Aspect Host Formation add 1 to the chosen characteristic.

Shrinekeepers: Models from this Aspect Host Formation can re-roll failed Morale, Pinning and Fear tests.

And the units that make up his army follow…

Guardian Battlehost:

  1. Farseer (1; Warlord)
  2. Guardian Defenders (12; Warlock Leader; Dedicated Transport: Wave Serpent)
  3. Guardian Defenders (12; Warlock Leader)
  4. Guardian Defenders (11; Warlock Leader)
  5. Vaul’s Wrath Support Battery (2 Guardians; 1 Support Weapon)
  6. Vyper Squadron (2)
  7. War Walker That Looks a Lot Like a Wrathlord (1)

Aspect Host:

  1. Dark Reapers (7; Dark Reaper Exarch)
  2. Dire Avengers (6; Dire Avenger Exarch; Dedicated Transport: Wave Serpent)
  3. Warp Spiders (5; Warp Spider Exarch)

60 models in 1500 points in Erik’s Eldar Craftworlds army.

Point Spread:

145 for Farseer

393 for Guardian Defenders

30 for Support Battery

150 for Vypers

60 for War Walkers That Look a Lot Like Wraithlords

246 for Dark Reapers

88 for Dire Avengers

105 for Warp Spiders

280 for Wave Serpents

Total 1,497

Guardian Battlehost

Farseer

Battlefield Role: HQ

Unit Type: Infantry (Character)

Statline

WS: 5 BS: 5 S: 3 T: 3 W: 3 I: 5 A: 1 Ld: 10 Sv: (-/4++)

Wargear 

  1. Rune Armour: Confers a 4++ invulnerable save
  2. Shuriken Pistol: 12″; S4; AP5; Pistol (Assault 1; CCW); Bladestorm
  3. Singing Spear (Replaces Witchblade): Two profiles*
  4. *Ranged Profile: 12″; S9; AP-; Assault 1; Fleshbane
  5. *Melee Profile: User Strength; AP-; Melee; Armourbane; Fleshbane
  6. Ghosthelm: If a model with a Ghosthelm suffers an unsaved Wound from Perils of the Warp, he can prevent it by immediately expending a Warp Charge point (if he has one).
  7. The Spirit Stone of Anath’lan: Every time the bearer of the Spirit Stone of Anath’lan attempts to manifest a psychic power, he can choose to reduce the Warp Charge cost by 1 (to a minimum of 1). If he does so, he cannot use his Rune Armour‘s invulnerable save until the start of his next turn.
  8. Uldanorethi Long Rifle: 120″; Sx; AP3; Heavy 1; Sniper

Special Rules

  • Ancient Doom: A model with this special rule has the Hatred special rule against Daemons of Slaanesh or models with the Mark of Slaanesh. Furthermore, when making Fear tests, a unit containing at least one model with this special rule suffers a -1 penalty to its Leadership if it is engaged in combat with a unit that contains at least one model with the Mark of Slaanesh or the Daemon of Slaanesh special rule.
  • Battle Focus: A unit comprised entirely of models with the Battle Focus special rule can either shoot and then Run, or Run and then shoot, in t he same Shooting phase. The unit must complete both actions before you move onto the next unit – otherwise the chance to make the second action is forfeit.A model cannot Run if it fired a Heavy weapon during the same Shooting phase unless it has the Relentless special rule. Similarly, a model that has Run cannot then fire a Heavy weapon in the same Shooting phase unless it has the Relentless special rule. Models that cannot Run gain no benefit from the Battle Focus special rule.
  • Matchless Agility: If a unit composed entirely of models from this Detachment Runs, do not roll a D6 to determine its Run distance. Instead, it automatically counts as having rolled a 6 (this will normally mean that the unit can Run up to 6″).
  • Fleet: A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge ranges (such as a single D6 from a charge range roll, for example).
  • Independant Character
  • Psyker (Mastery Level 3): A Farseer or Farseer Skyrunner generates his powers from the Daemonology (Sanctic), Divination, Runes of Fate, and Telepathy disciplines.
  • Runes of the Farseer: Once in each Psychic phase, a model with this special rule can re-roll any number of dice used in a single Deny the Witch test or Psychic test (potentially negating Perils of the Warp in the process).
  • Warlord
  • Ambush of Blades (Warlord Trait): One use only. Declare your Warlord is using this ability at the start of one of your Shooting or Assault phases. For the duration of the phase, the Warlord and all friendly units with the Eldar Faction within 12″ of him re-roll To Wound rolls of 1.
  • Bladestorm: When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness, and is resolved at AP2.
  • Fleshbane: If a model has this special rule, or is attacking with a Melee Weapon that has this special rule, they always Wound on a 2+ in close combat.Similarly, if a model makes a Shooting attack with a weapon that has this special rule, they always Wound on a 2+. In either case, this special rule has no effect against vehicles or buildings.
  • Armourbane: If a model has this special rule, or is attacking with a Melee weapon that has this special rule, it rolls an additional D6 for armour penetration in close combat.If a model makes a shooting attack with a weapon that has this special rule, it rolls an additional D6 for armour penetration. In either case, this special rule has no effect against non-vehicle models.
  • Sniper: If a weapon that has the Sniper special rule or is fired by a model with the Sniper special rule, and rolls a 6 To Hit, that shot is a ‘Precision Shot’. Wounds from Precision Shots are allocated against a model (or models) of your choice in the target unit, as long as it is in range and line of sight of the firer, rather than following the normal rules for Wound allocation. A character that has a Precision Shot Wound allocated to it can still make a Look Out, Sir roll. Note that Snap Shots can never be Precision Shots.If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, its shooting attacks always wound on a To Wound roll of 4+, regardless of the victim’s Toughness. In addition, any To Wound roll of a 6 is resolved at AP2. Against vehicles, shooting attacks from weapons and models with the Sniper special rule count as Strength 4.

Points Breakdown

  • Farseer… …100 points (1)
  • May replace Witchblade with a Singing Spear… …5 points (1)
  • May take items from the Remnants of Glory list…*
  • *The Spirit Stone of Anath’lan… …15 points (1)
  • *Uldanorethi Long Rifle… …25 points (1)
  • Farseer point total… …145 points

Guardian Defenders (Alpha)

Battlefield Role: Troops

Unit Type: Infantry (Character) [Warlock Leader]; Infantry [Guardians]

Statlines

Guardians: WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 5 A: 1 Ld: 8 Sv: 5+

Warlock Leader: WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 5 A: 1 Ld: 8 Sv: (-/4++)

Wargear 

  1. Mesh Armour: confers a 5+ Armour Save
  2. Shuriken Catapult: 12″; S4; AP5; Assault 2; Bladestorm
  3. Plasma Grenades: 8″; S4; AP4
  4. Rune Armour (Warlock Leader Only): Confers a 4++ Invulnerable Save
  5. Witchblade (WL Only): User Strength; AP-; Melee; Armourbane; Fleshbane
  6. Shuriken Pistol (WL Only): 12″; S4; AP5; Pistol (Assault 1; CCW); Bladestorm

Special Rules

  • Matchless Agility: If a unit composed entirely of models from this Detachment Runs, do not roll a D6 to determine its Run distance. Instead, it automatically counts as having rolled a 6 (this will normally mean that the unit can Run up to 6″).
  • Our Time of Need: Units of Guardian Defenders from this Guardian Battlehost Formation can take a Heavy Weapon Platform at no points cost instead of the points cost listed on their datasheet.
  • Ancient Doom: A model with this special rule has the Hatred special rule against Daemons of Slaanesh or models with the Mark of Slaanesh. Furthermore, when making Fear tests, a unit containing at least one model with this special rule suffers a -1 penalty to its Leadership if it is engaged in combat with a unit that contains at least one model with the Mark of Slaanesh or the Daemon of Slaanesh special rule.
  • Battle Focus: A unit comprised entirely of models with the Battle Focus special rule can either shoot and then Run, or Run and then shoot, in t he same Shooting phase. The unit must complete both actions before you move onto the next unit – otherwise the chance to make the second action is forfeit.A model cannot Run if it fired a Heavy weapon during the same Shooting phase unless it has the Relentless special rule. Similarly, a model that has Run cannot then fire a Heavy weapon in the same Shooting phase unless it has the Relentless special rule. Models that cannot Run gain no benefit from the Battle Focus special rule.
  • Fleet: A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge ranges (such as a single D6 from a charge range roll, for example).
  • Psyker (Mastery Level 1): Warlock Leader generates his psychic powers from the Daemonology (Sanctic) and Runes of Battle disciplines.
  • Bladestorm (Shuriken Catapult/Pistol): When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness, and is resolved at AP2.
  • Armourbane (Witchblade): If a model has this special rule, or is attacking with a Melee weapon that has this special rule, it rolls an additional D6 for armour penetration in close combat.If a model makes a shooting attack with a weapon that has this special rule, it rolls an additional D6 for armour penetration. In either case, this special rule has no effect against non-vehicle models.
  • Fleshbane (Witchblade): If a model has this special rule, or is attacking with a Melee Weapon that has this special rule, they always Wound on a 2+ in close combat.Similarly, if a model makes a Shooting attack with a weapon that has this special rule, they always Wound on a 2+. In either case, this special rule has no effect against vehicles or buildings.

Points Breakdown

  • 10 Guardians… …90 points (1)
  • May include up to ten additional Guardians… …9 points/model (1)
  • May include a Warlock Leader… …35 points (1)
  • The unit can take a Wave Serpent as a Dedicated Transport (1)
  • Guardian Defenders (Alpha) point total… …134 points

Wave Serpent (Alpha)

Battlefield Role: Troops

Unit Type: Vehicle (Tank, Fast, Skimmer, Transport)

Statline

BS: 4 F: 12 S: 12 R: 10 HP: 3

Wargear 

  1. Twin-Linked Scatter Laser: 36″; S6; AP6; Heavy 4
  2. Shuriken Cannon: 24″; S6; AP5; Assault 3; Bladestorm
  3. Serpent Shield: 24″; S6; AP-; Assault 2D6; Ignores Cover; One Use Only; Strikedown; All penetrating hits inflicted against the front or side armour of a vehicle equipped with a Serpent Shield are downgraded to glancing hits on a D6 roll of 2+. Once per game, the Serpent Shield can be used as a weapon in the controlling player’s Shooting phase, with the profile above. This is treated as a hull-mounted weapon that is pointing forward.
  4. Holo-Fields: A vehicle with Holo-Fields has a 5++ Invulnerable Save unless it is Immobilised.

Special Rules

  • Tank: When moving a vehicle with the Tank type, the player can declare that it is going to attempt to Tank Shock or Ram instead of moving normally.
  • Fast: Fast Vehicles can move up to 12″ when moving Flat Out. Fast Vehicles that moved at Combat Speed in the preceding Movement phase can fire all of their weapons at full Ballistic Skill, and up to two weapons using their full Ballistic Skill if moved at Cruising Speed – other weapons can only make Snap Shots.
  • Skimmer: Unlike most other Vehicles, Skimmers have flying bases under their hull. However, distances are still measured to and from the Skimmer’s hull, with the exceptions of the vehicle’s weapons and Fire Points, which all work as normal. The base of a Skimmer is effectively ignored, except for when the Skimmer is being charged or Rammed, in which case, models may move into contact with the vehicle’s hull, its base or both.Skimmers can move over friendly and enemy models, but they cannot end their move on top of either. Skimmers can move over all terrain, ignoring all penalties for difficult terrain and Dangerous Terrain tests. However, if a moving Skimmer starts or ends its move in difficult or dangerous terrain, it must take a Dangerous Terrain test. A Skimmer can even end its move over impassable terrain if it is possible to actually place the model on top of it, but if it does so it must take a Dangerous Terrain test.If a Vehicle is both Fast and a Skimmer, it can move up to 18″ when moving Flat Out.

    Skimmers that are not also Heavy have the Jink special rule.

  • Transport: 12 models; no fire points; one access point at rear.
  • Twin-Linked: Twin-Linked weapons don’t get more shots than normal ones, but they give you a better chance of hitting with them. If a shooting weapon has the Twin-Linked special rule, or is described in a model’s wargear entry as Twin-Linked, it re-rolls all failed To Hit rolls.If the scatter dice does not roll a hit, you can choose to re-roll the dice with a Twin-Linked Blast weapon. If you choose to do so, you must re-roll both of the 2D6 and the scatter dice.

    Twin-Linked Template weapons are fired just like a single weapon, but must re-roll failed To Wound rolls and armour penetration rolls.

  • Ignores Cover: Cover saves cannot be taken against Wounds, glancing hits or penetrating hits caused by weapons with this special rule.
  • One Use Only: A weapon or ability with this special rule can only be used once during the course of a battle.
  • Strikedown: Any non-vehicle model that suffers one or more unsaved Wounds or passes one or more saving throws against an attack with this special rule moves as if it is in difficult terrain until the end of its next turn. It is a good idea to mark affected models with counters or coins so that you remember.
  • Jink: When a unit with any models with this special rule is selected as a target for a shooting attack, you may declare that it will Jink. The decision must be made before any To Hit rolls have been made. If the unit Jinks, all models in the unit with this special rule gain a 4+ cover save until the start of their next Movement phase, but they can only fire Snap Shots until the end of their next turn.
  • Bladestorm: When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness, and is resolved at AP2.

Points Breakdown

  • 1 Wave Serpent… …110 points (1)
  • May exchange its Twin-Linked Shuriken Cannon with one of the following…*
  • *Twin-Linked Scatter Laser… …5 points (1)
  • May exchange its Twin-Linked Shuriken Catapult for a Shuriken Cannon… …10 points (1)
  • May take items from the Eldar Vehicle Equipment list…*
  • *Holo-Fields… …15 points (1)
  • Wave Serpent Alpha point total… …140 points

Guardian Defenders (Beta)

Battlefield Role: Troops

Unit Type: Infantry (Character) [Warlock Leader]; Infantry [Guardians]

Statline

Guardians: WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 5 A: 1 Ld: 8 Sv: 5+

Warlock Leader: WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 5 A: 1 Ld: 8 Sv: (-/4++)

Wargear 

  1. Mesh Armour: confers a 5+ Armour Save
  2. Shuriken Catapult: 12″; S4; AP5; Assault 2; Bladestorm
  3. Plasma Grenades: 8″; S4; AP4
  4. Rune Armour (Warlock Leader Only): Confers a 4++ invulnerable save
  5. Witchblade (WL Only): User Strength; AP-; MeleeArmourbane; Fleshbane
  6. Shuriken Pistol (WL Only): 12″; S4; AP5; Pistol (Assault 1; CCW); Bladestorm

Special Rules

  • Matchless Agility: If a unit composed entirely of models from this Detachment Runs, do not roll a D6 to determine its Run distance. Instead, it automatically counts as having rolled a 6 (this will normally mean that the unit can Run up to 6″).
  • Our Time of Need: Units of Guardian Defenders from this Guardian Battlehost Formation can take a Heavy Weapon Platform at no points cost instead of the points cost listed on their datasheet.
  • Ancient Doom: A model with this special rule has the Hatred special rule against Daemons of Slaanesh or models with the Mark of Slaanesh. Furthermore, when making Fear tests, a unit containing at least one model with this special rule suffers a -1 penalty to its Leadership if it is engaged in combat with a unit that contains at least one model with the Mark of Slaanesh or the Daemon of Slaanesh special rule.
  • Battle Focus: A unit comprised entirely of models with the Battle Focus special rule can either shoot and then Run, or Run and then shoot, in t he same Shooting phase. The unit must complete both actions before you move onto the next unit – otherwise the chance to make the second action is forfeit.A model cannot Run if it fired a Heavy weapon during the same Shooting phase unless it has the Relentless special rule. Similarly, a model that has Run cannot then fire a Heavy weapon in the same Shooting phase unless it has the Relentless special rule. Models that cannot Run gain no benefit from the Battle Focus special rule.
  • Fleet: A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge ranges (such as a single D6 from a charge range roll, for example).
  • Psyker (Mastery Level 1): Warlock Leader generates his psychic powers from the Daemonology (Sanctic) and Runes of Battle disciplines.
  • Bladestorm (Shuriken Catapult/Pistol): When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness, and is resolved at AP2.
  • Armourbane (Witchblade): If a model has this special rule, or is attacking with a Melee weapon that has this special rule, it rolls an additional D6 for armour penetration in close combat.If a model makes a shooting attack with a weapon that has this special rule, it rolls an additional D6 for armour penetration. In either case, this special rule has no effect against non-vehicle models.
  • Fleshbane (Witchblade): If a model has this special rule, or is attacking with a Melee Weapon that has this special rule, they always Wound on a 2+ in close combat. Similarly, if a model makes a Shooting attack with a weapon that has this special rule, they always Wound on a 2+In either case, this special rule has no effect against vehicles or buildings.

Points Breakdown

  • 10 Guardians… …90 points (1)
  • May include up to ten additional Guardians… …9 points/model (1)
  • May include a Warlock Leader… …35 points (1)
  • Guardian Defenders (Beta) point total… …134 points

Guardian Defenders (Gamma)

Battlefield Role: Troops

Unit Type: Infantry (Character) [Warlock Leader]; Infantry [Guardians]

Statline

Guardians: WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 5 A: 1 Ld: 8 Sv: 5+

Warlock Leader: WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 5 A: 1 Ld: 8 Sv: (-/4++)

Wargear 

  1. Mesh Armour: confers a 5+ Armour Save
  2. Shuriken Catapult: 12″; S4; AP5; Assault 2; Bladestorm
  3. Plasma Grenades: 8″; S4; AP4
  4. Rune Armour (Warlock Leader Only): Confers a 4++ Invulnerable Save
  5. Witchblade (WL Only): User Strength; AP-; Melee; Armourbane; Fleshbane
  6. Shuriken Pistol (WL Only): 12″; S4; AP5; Pistol (Assault 1; CCW); Bladestorm

Special Rules

  • Our Time of Need: Units of Guardian Defenders from this Guardian Battlehost Formation can take a Heavy Weapon Platform at no points cost instead of the points cost listed on their datasheet.
  • Ancient Doom: A model with this special rule has the Hatred special rule against Daemons of Slaanesh or models with the Mark of Slaanesh. Furthermore, when making Fear tests, a unit containing at least one model with this special rule suffers a -1 penalty to its Leadership if it is engaged in combat with a unit that contains at least one model with the Mark of Slaanesh or the Daemon of Slaanesh special rule.
  • Battle Focus: A unit comprised entirely of models with the Battle Focus special rule can either shoot and then Run, or Run and then shoot, in t he same Shooting phase. The unit must complete both actions before you move onto the next unit – otherwise the chance to make the second action is forfeit.A model cannot Run if it fired a Heavy weapon during the same Shooting phase unless it has the Relentless special rule. Similarly, a model that has Run cannot then fire a Heavy weapon in the same Shooting phase unless it has the Relentless special rule. Models that cannot Run gain no benefit from the Battle Focus special rule.
  • Fleet: A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge ranges (such as a single D6 from a charge range roll, for example).
  • Psyker (Mastery Level 1): Warlock Leader generates his psychic powers from the Daemonology (Sanctic) and Runes of Battle disciplines.
  • Bladestorm (Shuriken Catapult/Pistol): When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness, and is resolved at AP2.
  • Armourbane (Witchblade): If a model has this special rule, or is attacking with a Melee weapon that has this special rule, it rolls an additional D6 for armour penetration in close combat.If a model makes a shooting attack with a weapon that has this special rule, it rolls an additional D6 for armour penetration. In either case, this special rule has no effect against non-vehicle models.
  • Fleshbane (Witchblade): If a model has this special rule, or is attacking with a Melee Weapon that has this special rule, they always Wound on a 2+ in close combat. Similarly, if a model makes a Shooting attack with a weapon that has this special rule, they always Wound on a 2+. In either case, this special rule has no effect against vehicles or buildings.

Points Breakdown

  • 10 Guardians… …90 points (1)
  • May include a Warlock Leader… …35 points (1)
  • Guardian Defenders (Gamma) point total… …125 points

Vaul’s Wrath Support Battery

Battlefield Role: Heavy Support

Unit Type: Artillery

Statline

Guardian Crew: WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 5 A: 1 Ld: 8 Sv: 5+

Support Weapon: WS: – BS: – S: – T: 7 W: 2 I: – A: – Ld: – Sv: 3+

Wargear 

  1. Mesh Armour: confers a 5+ Armour Save
  2. Shuriken Catapult: 12″; S4; AP5; Assault 2; Bladestorm
  3. Plasma Grenades: 8″; S4; AP4
  4. Shadow Weaver: 48″; S3; AP3; Heavy 1; Barrage; Blast; Monofilament

Special Rules

  • Preferred Enemy (Vaul’s Might): This rule is often presented as Preferred Enemy (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then everyone is a Preferred Enemy of the unit. A unit that contains at least one model with this special rule re-rolls failed To Hit and To Wound rolls of 1 if attacking its Preferred Enemy. This applies both to shooting and close combat attacks.
  • Vaul’s Might: Vypers, War Walkers and the Vaul’s Wrath Support Battery from this Guardian Battlehost Formation gain the Preferred Enemy special rule when shooting at a unit that is within 12″ of a unit of Guardian Defenders from this Formation.
  • Ancient Doom: A model with this special rule has the Hatred special rule against Daemons of Slaanesh or models with the Mark of Slaanesh. Furthermore, when making Fear tests, a unit containing at least one model with this special rule suffers a -1 penalty to its Leadership if it is engaged in combat with a unit that contains at least one model with the Mark of Slaanesh or the Daemon of Slaanesh special rule.
  • Battle Focus: A unit comprised entirely of models with the Battle Focus special rule can either shoot and then Run, or Run and then shoot, in t he same Shooting phase. The unit must complete both actions before you move onto the next unit – otherwise the chance to make the second action is forfeit.A model cannot Run if it fired a Heavy weapon during the same Shooting phase unless it has the Relentless special rule. Similarly, a model that has Run cannot then fire a Heavy weapon in the same Shooting phase unless it has the Relentless special rule. Models that cannot Run gain no benefit from the Battle Focus special rule.
  • Fleet: A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge ranges (such as a single D6 from a charge range roll, for example).
  • Artillery: If all the crew models are killed, the guns are immediately removed as well.Artillery units need at least one crewman per gun in order for the unit to move.One crewman that is within 2″ of a gun in the Shooting phase can fire it. The crewmen firing the gun cannot fire any weapons they are carrying, while other crew members are free to fire their side arms, provided the whole unit shoots at the same target.If shooting at an Artillery unit, the Toughness of the guns is always used whilst at least one gun remains. Any Wounds that are caused are still allocated to the closest model first.

    Artillery units cannot charge as long as they include any gun models. If an Artillery unit is charged, only the crew models can fire Overwatch shots with their side arms. All engaged enemies roll To Hit and To Wound against the crew. Engaged crew models can fight back, but the Artillery guns cannot.

  • Monofilament: When rolling To Wound for a weapon that has this special rule, use the target’s Initiative instead of its Toughness (note that the model’s Toughness is still used to determine whether an attack has the Instant Death special rule). In addition, if a 6 is rolled To Wound when attacking with a weapon that has this special rule, the Wound is resolved at AP2 unless the weapon is AP1.

Points Breakdown

  • Vaul’s Wrath Support Battery… …30 points (1)
  • No additions

Vyper Squadron

Battlefield Role: Fast Attack

Unit Type: Vehicle (Fast, Open-Topped, Skimmer)

Statline

BS: 4 F: 10 S: 10 R: 10 HP: 2

Wargear 

  1. Shuriken Cannon: 24″; S6; AP5; Assault 3; Bladestorm
  2. Scatter Laser: 36″; S6; AP6; Heavy 4
  3. Holo-Fields: A vehicle with Holo-Fields has a 5++ Invulnerable Save unless it is Immobilised.

Special Rules

  • Preferred Enemy (Vaul’s Might): This rule is often presented as Preferred Enemy (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then everyone is a Preferred Enemy of the unit. A unit that contains at least one model with this special rule re-rolls failed To Hit and To Wound rolls of 1 if attacking its Preferred Enemy. This applies both to shooting and close combat attacks.
  • Vaul’s Might: Vypers, War Walkers and the Vaul’s Wrath Support Battery from this Guardian Battlehost Formation gain the Preferred Enemy special rule when shooting at a unit that is within 12″ of a unit of Guardian Defenders from this Formation.
  • Fast: Fast Vehicles can move up to 12″ when moving Flat Out. Fast Vehicles that moved at Combat Speed in the preceding Movement phase can fire all of their weapons at full Ballistic Skill, and up to two weapons using their full Ballistic Skill if moved at Cruising Speed – other weapons can only make Snap Shots.
  • Open-Topped: If a vehicle has this special rule, add 1 to any rolls made on the Vehicle Damage table (this is cumulative with other modifiers).
  • Skimmer: Unlike most other Vehicles, Skimmers have flying bases under their hull. However, distances are still measured to and from the Skimmer’s hull, with the exceptions of the vehicle’s weapons and Fire Points, which all work as normal. The base of a Skimmer is effectively ignored, except for when the Skimmer is being charged or Rammed, in which case, models may move into contact with the vehicle’s hull, its base or both.Skimmers can move over friendly and enemy models, but they cannot end their move on top of either. Skimmers can move over all terrain, ignoring all penalties for difficult terrain and Dangerous Terrain tests. However, if a moving Skimmer starts or ends its move in difficult or dangerous terrain, it must take a Dangerous Terrain test. A Skimmer can even end its move over impassable terrain if it is possible to actually place the model on top of it, but if it does so it must take a Dangerous Terrain test.If a Vehicle is both Fast and a Skimmer, it can move up to 18″ when moving Flat Out.

    Skimmers that are not also Heavy have the Jink special rule.

  • Jink: When a unit with any models with this special rule is selected as a target for a shooting attack, you may declare that it will Jink. The decision must be made before any To Hit rolls have been made. If the unit Jinks, all models in the unit with this special rule gain a 4+ cover save until the start of their next Movement phase, but they can only fire Snap Shots until the end of their next turn.

Points Breakdown

  • Vyper Squadron… …40 points (1)
  • May include up to five additional Vypers… …40 points/model (1)
  • Any Vyper can exchange its Shuriken Cannon with one of the following…*
  • *Scatter Laser… …10 points/model (2)
  • Any Vyper may exchange its Twin-Linked Shuriken Catapult for a Shuriken Cannon… …10 points/model (2)
  • May take items from the Eldar Vehicle Equipment list…*
  • *Holo-Fields… …15 points (2)
  • Vyper Squadron point total… …150 points

War Walker (That Looks A Lot Like A Wraithlord)

Battlefield Role: Heavy Support

Unit Type: Vehicle (Walker, Open-Topped)

Statline

WS: 4 BS: 4 S: 5 F: 10 S: 10 R: 10 I: 5 A: 2 HP: 2

Wargear 

  1. Two Shuriken Cannons: 24″; S6; AP5; Assault 3; Bladestorm
  2. Power Field: A model with this upgrade has a 5++ Invulnerable Save

Special Rules

  • Preferred Enemy (Vaul’s Might): This rule is often presented as Preferred Enemy (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then everyone is a Preferred Enemy of the unit. A unit that contains at least one model with this special rule re-rolls failed To Hit and To Wound rolls of 1 if attacking its Preferred Enemy. This applies both to shooting and close combat attacks.
  • Vaul’s Might: Vypers, War Walkers and the Vaul’s Wrath Support Battery from this Guardian Battlehost Formation gain the Preferred Enemy special rule when shooting at a unit that is within 12″ of a unit of Guardian Defenders from this Formation.
  • Open-Topped: If a vehicle has this special rule, add 1 to any rolls made on the Vehicle Damage table (this is cumulative with other modifiers).
  • Ancient Doom: A model with this special rule has the Hatred special rule against Daemons of Slaanesh or models with the Mark of Slaanesh. Furthermore, when making Fear tests, a unit containing at least one model with this special rule suffers a -1 penalty to its Leadership if it is engaged in combat with a unit that contains at least one model with the Mark of Slaanesh or the Daemon of Slaanesh special rule.
  • Battle Focus: A unit comprised entirely of models with the Battle Focus special rule can either shoot and then Run, or Run and then shoot, in t he same Shooting phase. The unit must complete both actions before you move onto the next unit – otherwise the chance to make the second action is forfeit.A model cannot Run if it fired a Heavy weapon during the same Shooting phase unless it has the Relentless special rule. Similarly, a model that has Run cannot then fire a Heavy weapon in the same Shooting phase unless it has the Relentless special rule. Models that cannot Run gain no benefit from the Battle Focus special rule.
  • Fleet: A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge ranges (such as a single D6 from a charge range roll, for example).
  • Scout: After both sides have deployed (including Infiltrators), but before the first player begins his first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, a Walker or a Monstrous Creature, each model can redeploy anywhere entirely within 6″ of its current position. If it is any other unit type, each model can instead redeploy anywhere entirely within 12″ of its current position. During this redeployment, Scouts can move outside the owning player’s deployment zone, but must remain more than 12″ away from any enemy unit. A unit that makes a Scout redeployment can not charge in the first turn. A unit cannot embark or disembark as part of a Scout redeployment.If both sides have Scouts, roll-off; the winner decides who redeploys first. Then alternate redeploying Scout units.Having Scout also confers the Outflank special rule to units of Scouts that are kept as Reserves.
  • Bladestorm: When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness, and is resolved at AP2.

Points Breakdown

  • War Walkers That Look A Lot Like Wraithlords… …60 points (1)
  • Any model may exchange any Shuriken Cannon for one of the following…*
  • *Scatter Laser… …free (2)
  • War Walkers That Look A Lot Like Wraithlords point total… …60 points

Aspect Host

Dark Reapers

Battlefield Role: Heavy Support

Unit Type: Infantry [Dark Reapers]; Infantry (Character) [Dark Reaper Exarch]

Statline

Dark Reaper: WS: 4 BS: (5) S: 3 T: 3 W: 1 I: 5 A: 1 Ld: 9 Sv: 3+

Dark Reaper Exarch: WS: 5 BS: (6) S: 3 T: 3 W: 2 I: 6 A: 2 Ld: 9 Sv: 3+

Wargear 

  1. Heavy Aspect Armour: Heavy Aspect Armour confers a 3+ Armour Save.
  2. Reaper Launcher: Has two missile options as below…
  3. …Starswarm Missiles: 48″; S5; AP3; Heavy 2
  4. …Starshot Missiles: 48″; S8;AP3; Heavy 1
  5. Reaper Rangefinder: Enemies cannot take Jink saves against shots fired by a model equipped with a Reaper Rangefinder.

Special Rules

  • Rites of Battle (Ballistic Skill): Immediately after determining Warlord Traits, choose either Weapon Skill or Ballistic Skill. All units in this Aspect Host Formation add 1 to the chosen characteristic.
  • Shrinekeepers: Models from this Aspect Host Formation can re-roll failed Morale, Pinning and Fear tests.
  • Ancient Doom: A model with this special rule has the Hatred special rule against Daemons of Slaanesh or models with the Mark of Slaanesh. Furthermore, when making Fear tests, a unit containing at least one model with this special rule suffers a -1 penalty to its Leadership if it is engaged in combat with a unit that contains at least one model with the Mark of Slaanesh or the Daemon of Slaanesh special rule.
  • Slow and Purposeful: A unit that contains at least one model with this special rule cannot RunTurbo-Boost, move Flat Out, perform Sweeping Advances or fire Overwatch. However, they can shoot with HeavySalvo and Ordnance weapons, counting as stationary even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy, Ordnance, Salvo or Rapid Fire weapons.

Points Breakdown

  • 3 Dark Reapers… …75 points (1)
  • May include up to seven additional Dark Reapers… …25 points/model (4)
  • All Dark Reapers in the unit may take Starshot Missiles… …8 points/model (6)
  • May upgrade one Dark Reaper to a Dark Reaper Exarch… …15 points (1)
  • If the Dark Reaper Exarch has a Reaper Launcher, he may take Starshot Missiles… …8 points (1)
  • Dark Reapers point total… …246 points

Dire Avengers

Battlefield Role: Troops

Unit Type: Infantry [Dire Avengers]; Infantry (Character) [Dire Avenger Exarch]

Statline

Dire Avenger: WS: 4 BS: (5) S: 3 T: 3 W: 1 I: 5 A: 1 Ld: 9 Sv: 4+

Dire Avenger Exarch: WS: 5 BS: (6) S: 3 T: 3 W: 2 I: 6 A: 2 Ld: 9 Sv: 4+/4++

Wargear 

  1. Aspect Armour: Aspect Armour confers a 4+ Armour Save.
  2. Avenger Shuriken Catapult: 18″; S4; AP5; Assault 2; Bladestorm
  3. Plasma Grenades: 8″; S4; AP4

Special Rules

  • Rites of Battle (Ballistic Skill): Immediately after determining Warlord Traits, choose either Weapon Skill or Ballistic Skill. All units in this Aspect Host Formation add 1 to the chosen characteristic.
  • Shrinekeepers: Models from this Aspect Host Formation can re-roll failed Morale, Pinning and Fear tests.
  • Ancient Doom: A model with this special rule has the Hatred special rule against Daemons of Slaanesh or models with the Mark of Slaanesh. Furthermore, when making Fear tests, a unit containing at least one model with this special rule suffers a -1 penalty to its Leadership if it is engaged in combat with a unit that contains at least one model with the Mark of Slaanesh or the Daemon of Slaanesh special rule.
  • Battle Focus: A unit comprised entirely of models with the Battle Focus special rule can either shoot and then Run, or Run and then shoot, in t he same Shooting phase. The unit must complete both actions before you move onto the next unit – otherwise the chance to make the second action is forfeit.A model cannot Run if it fired a Heavy weapon during the same Shooting phase unless it has the Relentless special rule. Similarly, a model that has Run cannot then fire a Heavy weapon in the same Shooting phase unless it has the Relentless special rule. Models that cannot Run gain no benefit from the Battle Focus special rule.
  • Fleet: A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge ranges (such as a single D6 from a charge range roll, for example).
  • Defense Tactics: When chosen as the target of a charge, a unit that consists entirely of models with this special rule can either choose to fire Overwatch at Ballistic Skill 2, or gain the Counter-Attack and Stubborn special rules until the end of the phase (in which case it cannot fire Overwatch).
  • Counter-Attack: If a unit contains at least one model with this special rule, and that unit is charged, every model with the Counter-Attack special rule in the unit gets a +1 Attack until the end of the phase.If, when charged, the unit was already locked in combat, the Counter-Attack special rule has no effect.
  • Stubborn: When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, they ignore any negative Leadership modifiers. If a unit is both Fearless and Stubborn, it uses the rules for Fearless instead.
  • Battle Fortune (Exarch Only): A model with this special rule has a 4++ Invulnerable Save.
  • Bladestorm: When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness, and is resolved at AP2.

Points Breakdown

  • 5 Dire Avengers… …65 points (1)
  • May include up to five additional Dire Avengers… …13 points/model (1)
  • May upgrade one Dire Avenger to a Dire Avenger Exarch… …10 points (1)
  • The unit can take a Wave Serpent as a Dedicated Transport
  • Dire Avengers point total… …88 points

Wave Serpent (Beta)

Battlefield Role: Troops

Unit Type: Vehicle (Tank, Fast, Skimmer, Transport)

Statline

BS: 4 F: 12 S: 12 R: 10 HP: 3

Wargear 

  1. Twin-Linked Scatter Laser: 36″; S6; AP6; Heavy 4
  2. Shuriken Cannon: 24″; S6; AP5; Assault 3; Bladestorm
  3. Serpent Shield: 24″; S6; AP-; Assault 2D6; Ignores Cover; One Use Only; Strikedown; All penetrating hits inflicted against the front or side armour of a vehicle equipped with a Serpent Shield are downgraded to glancing hits on a D6 roll of 2+. Once per game, the Serpent Shield can be used as a weapon in the controlling player’s Shooting phase, with the profile above. This is treated as a hull-mounted weapon that is pointing forward.
  4. Holo-Fields: A vehicle with Holo-Fields has a 5++ Invulnerable Save unless it is Immobilised.

Special Rules

  • Tank: When moving a vehicle with the Tank type, the player can declare that it is going to attempt to Tank Shock or Ram instead of moving normally.
  • Fast: Fast Vehicles can move up to 12″ when moving Flat Out. Fast Vehicles that moved at Combat Speed in the preceding Movement phase can fire all of their weapons at full Ballistic Skill, and up to two weapons using their full Ballistic Skill if moved at Cruising Speed – other weapons can only make Snap Shots.
  • Skimmer: Unlike most other Vehicles, Skimmers have flying bases under their hull. However, distances are still measured to and from the Skimmer’s hull, with the exceptions of the vehicle’s weapons and Fire Points, which all work as normal. The base of a Skimmer is effectively ignored, except for when the Skimmer is being charged or Rammed, in which case, models may move into contact with the vehicle’s hull, its base or both.Skimmers can move over friendly and enemy models, but they cannot end their move on top of either. Skimmers can move over all terrain, ignoring all penalties for difficult terrain and Dangerous Terrain tests. However, if a moving Skimmer starts or ends its move in difficult or dangerous terrain, it must take a Dangerous Terrain test. A Skimmer can even end its move over impassable terrain if it is possible to actually place the model on top of it, but if it does so it must take a Dangerous Terrain test.If a Vehicle is both Fast and a Skimmer, it can move up to 18″ when moving Flat Out.

    Skimmers that are not also Heavy have the Jink special rule.

  • Transport: 12 models; no fire points; one access point at rear.
  • Twin-Linked: Twin-Linked weapons don’t get more shots than normal ones, but they give you a better chance of hitting with them. If a shooting weapon has the Twin-Linked special rule, or is described in a model’s wargear entry as Twin-Linked, it re-rolls all failed To Hit rolls.If the scatter dice does not roll a hit, you can choose to re-roll the dice with a Twin-Linked Blast weapon. If you choose to do so, you must re-roll both of the 2D6 and the scatter dice.

    Twin-Linked Template weapons are fired just like a single weapon, but must re-roll failed To Wound rolls and armour penetration rolls.

  • Ignores Cover: Cover saves cannot be taken against Wounds, glancing hits or penetrating hits caused by weapons with this special rule.
  • One Use Only: A weapon or ability with this special rule can only be used once during the course of a battle.
  • Strikedown: Any non-vehicle model that suffers one or more unsaved Wounds or passes one or more saving throws against an attack with this special rule moves as if it is in difficult terrain until the end of its next turn. It is a good idea to mark affected models with counters or coins so that you remember.
  • Jink: When a unit with any models with this special rule is selected as a target for a shooting attack, you may declare that it will Jink. The decision must be made before any To Hit rolls have been made. If the unit Jinks, all models in the unit with this special rule gain a 4+ cover save until the start of their next Movement phase, but they can only fire Snap Shots until the end of their next turn.
  • Bladestorm: When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness, and is resolved at AP2.

Points Breakdown

  • 1 Wave Serpent… …110 points (1)
  • May exchange its Twin-Linked Shuriken Cannon with one of the following…*
  • *Twin-Linked Scatter Laser… …5 points (1)
  • May exchange its Twin-Linked Shuriken Catapult for a Shuriken Cannon… …10 points (1)
  • May take items from the Eldar Vehicle Equipment list…*
  • *Holo-Fields… …15 points (1)
  • Wave Serpent Alpha point total… …140 points

Warp Spiders

Battlefield Role: Fast Attack

Unit Type: Jet Pack Infantry [Warp Spiders]; Jet Pack Infantry (Character) [Warp Spider Exarch]

Statline

Warp Spider: WS: 4 BS: (5) S: 3 T: 3 W: 1 I: 5 A: 1 Ld: 9 Sv: 3+

Warp Spider Exarch: WS: 5 BS: (6) S: 3 T: 3 W: 2 I: 6 A: 2 Ld: 9 Sv: 3+

Wargear 

  1. Heavy Aspect Armour: Heavy Aspect Armour confers a 3+ Armour Save.
  2. Death Spinner: 12″; S6; AP-; Assault 2; Monofilament
  3. Warp Jump Generator: A model equipped with a Warp Jump Generator gains the Jet Pack unit ype as decribed is the Basic Rule Book (BRB). In the Movement phase, a unit composed entirely of models equipped with Warp Jump Generators can choose to either move as Jet Pack Infantry or make a Warp Jump. If making a Warp Jump, it immediately moves up to 2D6+6″ in any direction (roll once per unit each turn), ignoring all intervening terrain and models. This move ignores dangerous terrain. If the 2d6 roll is a double 1, one member of the unit (randomly determined) is removed as a casualty. Warp Jump cannot be used when the unit is Falling Back.

Special Rules

  • Rites of Battle (Ballistic Skill): Immediately after determining Warlord Traits, choose either Weapon Skill or Ballistic Skill. All units in this Aspect Host Formation add 1 to the chosen characteristic.
  • Shrinekeepers: Models from this Aspect Host Formation can re-roll failed Morale, Pinning and Fear tests.
  • Ancient Doom: A model with this special rule has the Hatred special rule against Daemons of Slaanesh or models with the Mark of Slaanesh. Furthermore, when making Fear tests, a unit containing at least one model with this special rule suffers a -1 penalty to its Leadership if it is engaged in combat with a unit that contains at least one model with the Mark of Slaanesh or the Daemon of Slaanesh special rule.
  • Battle Focus: A unit comprised entirely of models with the Battle Focus special rule can either shoot and then Run, or Run and then shoot, in t he same Shooting phase. The unit must complete both actions before you move onto the next unit – otherwise the chance to make the second action is forfeit.A model cannot Run if it fired a Heavy weapon during the same Shooting phase unless it has the Relentless special rule. Similarly, a model that has Run cannot then fire a Heavy weapon in the same Shooting phase unless it has the Relentless special rule. Models that cannot Run gain no benefit from the Battle Focus special rule.
  • Fleet: A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge ranges (such as a single D6 from a charge range roll, for example).
  • Hit &  Run: A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an Initiative test.If the test is failed, nothing happens and the models remain locked in the fight.If the test is passed, choose a direction – then roll 3D6. As long as the distance rolled, in inches, is sufficient to move over 1″ away from all of the enemy units they are locked in combat with, the unit breaks away from combat and must immediately move a number of inches in the chosen direction equal to the 3D6 result, ignoring the models they were locked in combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate D6″.

    Hit & Run move is not slowed by difficult terrain, but takes Dangerous Terrain tests as normal. It may not be used to move into base or hull contact with enemy units, and models instead stop 1″ away. If there are units with this rule on both sides who wish to disengage, roll-off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead.

  • Flickerjump: When a unit with this special rule is chosen as the target of a shooting attack, it can immediately make a Warp jump, moving 2d6″ instead of 6+2d6″, so long as it is not Falling Back. The firing unit cannot choose a different target, even if the target unit is now out of range or line of sight. A unit that makes a Warp jump in this way cannot make a Warp jump in its following Movement phase.
  • Iron Resolve (Exarch Only): A unit that contains at least one model with this special rule automatically passes Pinning, Fear, Regroup tests and Morale checks.
  • Monofilament: When rolling To Wound for a weapon that has this special rule, use the target’s Initiative instead of its Toughness (note that the model’s Toughness is still used to determine whether an attack has the Instant Death special rule). In addition, if a 6 is rolled To Wound when attacking with a weapon that has this special rule, the Wound is resolved at AP2 unless the weapon is AP1.

Points Breakdown

  • 5 Warp Spiders… …95 points (1)
  • May upgrade one Warp Spider to a Warp Spider Exarch… …10 points (1)
  • Warp Spiders point total… …105 points

Psychic Powers

All Psykers have selected their powers from the Runes of Fate table. This imparts the Primaris Power: Guide to the Farseer and each Warlock Leader attached to the Guardian Defenders.

Primaris Power: Guide

  1. Farseer
  2. Warlock Leader (Alpha)
  3. Warlock Leader (Beta)
  4. Warlock Leader (Gamma)

Warp Charge 1

  • Guide is a Blessing that targets a single friendly unit within 24″. Whilst the power is in effect, the target unit can re-roll all failed To Hit rolls when shooting.

Doom

  1. Farseer
  2. Warlock Leader (Beta)

Warp Charge 2

  • Doom is a Malediction that targets a single enemy unit within 24″. If the target is a non-vehicle unit, all failed To Wound rolls made against the target can be re-rolled whilst this power is in effect. If the target is a vehicle, all failed Armour Penetration rolls made against it can be re-rolled whilst this power is in effect.

Will of Asuryan

  1. Warlock Leader (Gamma)

Warp Charge 2

  • Will of Asuryan is a Blessing that targets the Psyker. Whilst the power is in effect, the Psyker and all friendly units within 12″ of the Psyker have the Fearless and Adamantium Will special rules.

Fortune

  1. Farseer 

Warp Charge 2

  • Fortune is a Blessing that targets a single friendly unit within 24″. Whilst the power is in effect, the target can re-roll all failed saving throws and Deny the Witch rolls.

Mind War

  1. Farseer

Warp Charge 2

  • Mind War is a Focussed Witchfire power with a range of 24″. Both the Psyker and the target model roll a D6 and add their respective Leadership values. If the scores are drawn, the target model suffers a -1 penalty to its Weapon Skill and Ballistic Skill until the end of the following turn. If the Psyker’s score is higher, the target also suffers a number of Wounds equal to the difference between the two scores. No armour or cover saves are allowed against Wounds caused by Mind War.

Eldritch Storm

  1. Warlock Leader (Alpha)

Warp Charge 3 or 4

  • Each time this psychic power is used, choose whether it will have a Warp Charge cost of 3 or 4. This choice must be made before the Psychic test is taken. Eldritch Storm is a Witchfire power with the following profiles; it uses the first if it is manifested at Warp Charge 3, and the second if it is manifested at Warp Charge 4
  • … 24″; S3; AP3; Assault 1; Fleshbane; Haywire; Large Blast; Pinning.
  • … 24″; S3; AP3; Assault 1; Apocalyptic Blast; Fleshbane; Haywire; Pinning

 

This wraps up Erik’s Warhost. Stay tuned over the next couple days, as we’re going to feature Erik’s opponent’s – Jared’s – Force chart.

 

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s