eldar warlord traits:

1. one use only. in the own shooting or assault phase, the warlord and all allies within 12" reroll failed to wound rolls of 1.

2. one use only. in the enemys shooting phase. the warlord and all allies within 12" gain the stealth usr.

3. the warlord and his unit add +1 to their run movement (so d6 + 1)

4. the warlord rerolls failed saves of 1.

5. the warlord got the split fire usr

6. allied eldar units deepstriking within 6" around the warlord dont scatter.

exarch abilites. some are USR some are codex specific:

fear, monsterhunter, night vision, feel no pain, hit & run.

sniper vision : the exarch has precision shots on a 5+

iron resolve: the exarch has +1 LD

disarm: in a challenge before striking blows, the exarch player and the enemy both roll a d6. if the exarch player rolls equal or higher than the enemy the enemys weapon counts as a normal close combat weapon instead.

if the WS of the exarch is higher than the enemy, you add +1 to your D6 roll.

fire hail (may be spelled wrong i translate here): the exarch may fire his weapon 1 more time than normal. has no use on flamers.

assassin: in a challenge, the exarch and his enemy both roll a D6. if equal or higher the exarch may reroll failed to wound rolls. if the initiative of the exarch is higher than the opponents, he adds +1 to his roll.

shield of grace: in a challenge, instead of attacking the exarch has a 3+ invulnerable save.

army special rules :

old nemesis : hatred (daemons of slaanesh and enemys with the mark of slaanesh) also they have -1 on their LD when doing fear tests against daemons of slaanesh and enemys with the mark of slaanesh

battletrance: the unit may run and shoot or shoot and run. you have to run& shoot or shoot& run with each unit before you can move the next unit. models cannot run & shoot or shoot & run with heavy weapons unless they got the relentless special rule.

vehicle equipment:

mindbreaker: every enemy and friendly unit within 12" has to reroll passed lmorale and pinning tests.

ghostpath matrix: the vehicle gets the move through cover USR

holofield: the vehicle grants +1 on its cover save if it has moved.

forcefield : 5+ invul

crystal targeting matrix: one use only. the vehicle (except walkers) can fire a weapon at full BS even if it has moved with cruising speed.

soulstones: the vehicle ignores crew shaken on 2+ and crew stunned on 4+

serpent shield: as long as the shield is active, every penetrating hit on the front and side armor of a vehicle is a glance on a d6 roll of 2+

the shield may be deactivated to grant a following shooting attack :

60" s 7 ap - assault d6+1, ignores cover, pinning.

star engine: a vehicle that is no walker can move 24" with cruising speed. a walker runs +3"

vector engine: as long as the vehicle isnt immobilized, the vehicle can turn after shooting.

Avatar:

195 base

WS 10 BS 10, S 6 W 6 W 5 I 10 A 5 LD 10 AS 3+

old nemesis, daemon, fearless, battletrance, khaines presence, fleet, glowing body.

relic : screaming blade can be used as shooting weapon. 12" S 8 ap 1 assault 1 melta.

or in close combat, S user ap 1. melta

may take 2 of the following (i wont post points)

night vision, fire hail, monsterhunter, crushing strke, sniper vision, disarm.

glowing body: pyromancy, flaming weapons and all attacks with the special rule melta and or soulfire have no effect on the avatar.

runeprophet: 100 pts base

ws 5 BS 5 S 3 T 3 W 3 I 5 A 1 ld 10 AS-

old nemesis, battletrance, psyker level 3, fleet, independent character.

gear: rune armor, shuriken pistol, hagun zar, ghosthelm.

may take a runespeer instead of hagun zar.

may take runes of protection

runes of clarity

eldar jetbike

may take items of the relics of old glory (coming to that later)

runes of protection : only useable once, before rolling for deny the witch you can decide to use the runes to boost your deny the witch by +2

runes of clarity : one use, if the psyker fails a psychic test he may reroll the test (can also do it if he has perils)

rune armor : 4+ invul

autarch: 70 points base

ws 6 bs 6 s 3 t 3 w 3 i 6 a 3 ld 10 as 3+

old nemesis, battletrance, path of strategy, fleet, independent character.

heavy aspect armor, shuriken pistol, impuls mines, plasma grenades, power shield.

path of strategy: for each autarch in your army you may modify your reserve rolls by +1 or -1

may take one of the following:

eldar jetbike,

falcon wings

warpjumpgenerator

one of the following:

banshee mask

mandiblaster

up to 2 of the following:

scorpion sword

huntercatapult

laserblaster

fusion gun

haywire lance (only on jetbike)

mono-catapult

powerweapon

khaindar rocketlauncher with starswarm rockets

may take items of the old relics

wraithseer: 70 pts

ws 5 bs 5 s 3 t 3 w 2 i 5 a 1 ld 9 as -

old nemesis, ghost marks, battletrance, psyker level 2, fleet, independent character.

rune armor, shuriken pistol seer stave.

wraith mark : select a enemy unit at any point in the game within 24" of the wraithseer. all wraith units attacking or shooting that target reroll missed rolls of 1s on to hit rolls

voice of the dead : if you select a wraithseer as HQ. wraithguard and wraithblades are troops instead of elite

he can roll on runes of battle and telepathy. no further upgrades for him

runeprophet is runes of fate, divination and telepathy btw.

seer council: 35 pts

ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as -

old nemesis, battletrance, psyker level 1, fleet.

rune armor, shuriken pistol, hagun zar.

psychic powers: runes of battle only.

options: up to additional 9 seer's

each model may take a runespear instead of hagun zar.

each model may take a jetbike

you may have one seer council for each primary detatchmend. they may be in a unit and can be split up like wolf guard. each runeseer you cannot attach sticks to his unit (max 1 per attached unit)

asurmen: 220 pts

ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+

old nemesis, eternal warrior, fearless, counter attack, hand of asuryan, battle trance, fleet, independent character

exarch powers:

battle luck and shield of grace

phoenix armor, twin linked hunting catapult

hand of asuryan: if you play him he always has to be the warlord... he rolls d3 times on the warlord chart. rerolling doubles. holy cow o.o

relic: sword of asur: s +1 ap 2 master crafted, soulcut (for each failed save by this blade the enemy has to make a ld test. if he fails, instant death)

karandras: 230 points

ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+

old nemesis, move through cover, eternal warrior, fearless, infiltrate, battle trance, night vision, fleet, shrouded (o.o) independent character

phoenix armor, scorpion sword, scorpion scissors, plasma grenades.

exarch powers: assassin, monster hunter

warlord trait: the 1st one. always

his relic, sting of the scorpion: in cc at iniatiative step 10 he causes a single automatic hit at strength 6 on a enemy in base contact. if he is within a challenge the hit has to go to the challenger. nothing else.

jain zar: 200 pts

ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+

acrobatic (counter attack for exarch and unit) old nemesis, eternal warrior, fearless, battle trance, fleet, independent character.

phoenix armor.

exarch powers: fear, disarm

relicts:

silent death:

shooting 12" s user ap 2 assault 4

close combat: s user ap 2 melee.

blade of destruction:

s user ap 2 melee, rending

mask of jain zar: if jain zar assaults the WS and initiative of every enemy in the close combat is reduced by 5 (minimum 1)

always comes with the 3rd warlord trait

fuegan: 220 pts

ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+

old nemesis, eternal warrior, fearless, battle trance, fleet, independent character, unbreakable resolve, feel no pain.

phoenix armor, fire pike, melta bombs

exarch powers: fire hail, crushing blow

relic axe of fire: s user ap 1 melee, armourbane

unbreakable resolve: on the end of each phase in which fuegan lost a wound his S and his A increase by 1 for each lost wound. last until the end of the game.

always comes with the 5th warlord power.

maugan ra

ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+

old nemesis, eternal warrior, fearless, hatred (chaos daemons) battle trance, fleet, independent character, relentless

phoenix armor

exarch powers: night vision, fire hail, sniper vision

relic : maugetar: 36" s 6 ap 5 assault 4 rending, pinning

in close combat : s +2 ap 3 melee

always has the 5th warlord trait

baharroth: 195

ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+

old nemesis, uprise, messenger of victory, eternal warrior, fearless, battle trance, fleet, night vision, shining sun, independent character phoenix armor, falcon claws, haywire mines, plasma grenades, falcon grenadelauncher, falcon wings. exarch powers: battle luck, hit & run shinging sun: every enemy that is within 6" when baharroth deepstrikes count as having been hit by a weapon with the blind special rune. relic : shinging blade: s user ap 3 melee, blinding. always has the 3rd warlord trait

eldrad: 205

ws 5 bs 5 s 3 t 4 w 3 i 5 a 1 ld 10 as -

old nemesis, the path beyond, battle trance, psyker level 4, fleet, independent character. psychic powers : runes of fate, telepathy and divination shurken pistol, hagun zar, ghost helm, runes of protection, runes of clarity. relics: armor of the last runes: 3+ invul staff of ulthamar: s user ap 3 melee, lifebane, force weapon, soubound soulbound: whenever eldrad passes a psychic tests he rolls a d6 on a 5+ he gains 1 warpcharge. path beyond: after both sides have deployed but before scouting moves are made you may redeploy d3+1 units. you cannot switch from on the table in reserve or from reserve on the board always comes with the 2nd warlord trait

ELITES

wraithguard: 160 for 5

ws 4 bs 4 s 5 t 6 w 1 i 5 a 1 ld 10 as 3+

old nemesis, fearless, bulky

phantombeamer (sp)

up to 5 additional ones

the whole unit may exchange the beamers for warpscythes

the unit may take a serpent

wraithblades: also elite 160 base for 5

ws 4 bs 4 s 5 t 6 w 1 i 5 a 1 ld 10 as 3+

old nemesis, fearless, bulky

2 ghostblades

may take up to 5 additional

the unit may exchange the ghost blades for ghost axe and forceshield

may take a serpent

(you can give those fucks with a seer in it a 2+ armor save.. just saying... but psychic powers come later )

striking scorpions: elite : 85 points for 5

ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 3+ as

exarch : +1 ws, bs, i and a

old nemesis, move through cover infiltrate, battle trance, stealth, fleet

heavy aspect armor, shuriken pistol, plasma grenades, scorpion sword, mandiblasters

may take up to 5 additional

one may be a exarch

may replace the pistol for scorpion scissors

may replace the sword for ripping blade

may replace the pistol and the sword for a scorpionscimiat (sp)

may take 2 powers:

monster hunter

assassin

crushing blow

may take a serpent

banshees: elite 75 points for 5

ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 4+ as

exarch +1 ws, bs, i a and 3+ as

acrobatic, old nemesis, battle trance, fleet

aspect armor, heavy aspect armor (exarch), shuriken pistol, power sword, banshee mask

may take up to 5 additional ones

one may be a exarch

may exchange the powersword for:

triskele or deathblade

the exarch may exchange the pistol and power sword for 2 mirror blades

she may take up to 2 powers:

fear

disarm

shield of grace

may take a serpent

harlequins: 5 for 90 pts (elite)

harlequin: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as -

deathjoker: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as -

fateseer: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as -

mastermime: ws 5 bs 4 s 3 t 3 w 1 i 6 a 3 ld 9 as -

furious charge, fleet, hit & run

shuriken pistol, cc weapon, harlequin belt, holocoat.

may take additional 5 harlequins

one may be a deathjoker exchanging the cc weapon and pistol for a screamer cannon

one may be a mastermime exchanging the cc weapon for a harlequin whip. may exchange the whip for a powersword

one may be a fateseer becoming psyker lv 1 and granting him hallucination grenades.

each harlequin may exchange the CCW for a whip.

up to 2 may exchange the pistol for a fusionpistol

the fateseer is psyker level 1 and got only 1 power:

veil of teirs: blessing.

every enemy shooting on the fateseer and his unit has to roll 2d6 x 2 to see if they are within range. if they are not they cannot decide to shoot on a different target

fire dragons: 110 points for 5

ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 3+

exarch got +1 ws, bs, i and a.

old nemesis, battle trance, fleet.

heavy aspect armor, fusion gun, meltabombs.

may take up to 5 additiional firedragons

one may be upgraded to be a exarch.

the exarch may replace his fusion gun for a dragonfire flamer or firepike

the exarch may select up to 2 powers:

iron resolve

fire hail

crushing blow.

may take a serpent as dedicated transport

swooping hawks: (fast attack) 80 points for 5

ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+

exarch got +1 ws, bs, i, a and 3+ as

old nemesis, uprise, messenger of victory, battle trance, fleet.

aspect armor (heavy for exarch) laserblaster, impuls mines, plasma grenades. falcon grenade launcher, falcon wings.

messenger of victory: a unit completly containing models with this special rule do not scatter while deepstriking.

uprise: a unit completly containing models with this special rule can "uprise". remove the unit and put it in active reserve. may not be used in the same turn they appeared.

may take : up to 5 additional hawks

one may be a exarch

the exarch may exchange his laserblaster for a

falcon claw or a sunbeamer

the exarch may get a power weapon

the exarch may take 2 powers:

night vision

sniper vision

hit & run

TROOPS

Dire Avengers (still troops) 65 points

ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+

exarch +1 ws, bs, i, a and 3+ as

old nemesis, counter attack, battle trance, fleet.

aspect armor, (heavy for exarch), hunt catapult. plasma grenades.

options: up to 5 additional avengers

1 may be a exarch

the exarch may take instead of his hunting catapult:

twin linked hunting catapult

powerweapon and shuriken pistol

asuryans sword and shuriken pistol

powerweapon and flickershield

the exarch may take up to 2 powers:

disarm

shield of grace

battleluck

the unit may get a serpent as dedicated transport

Guardians

10 for 90 points

ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+

plattform : ws - bs - s - t 5 w 1 i - a - ld - as 3+

old nemesis, battle trance, fleet.

aramid armor, shuriken catapult

plasma grenades

may take up to 10 additional guardians

for each 10 in the unit one can get a weapon platform:

shuriken cannon

haywire laser

laserlance

starcannon

eldar rocketlauncher with plasma and starstrike rockets

may take a serpent as Dedicated transport

storm guardians: 90 points for 10 also troops

ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+

old nemesis, battletrance, fleet

aramid armor, shuriken pistol, chainsword, plasma grenades.

may take up to 10 additional

up to 2 may exchange chainsword + pistol for

flamer, fusionbeamer

up to 2 (additional to the above) may exchange their chainsword for powerswords

may take a serpent as transport

windrider jetbike squadron: troops 51 points for 3

ws 4 bs 4 s 3 t 4 w 1 i 5 a 1 ld 8 as 3+

old nemesis, battle trance

aramid armor, eldar jetbike

may take up to 7 additional ones

for each 3 in the unit one may exchange the twin linked shuriken catapult on the bikefor a shurken cannon

FAST ATTACK

spears of khaine: (fast attack) 75 points for 3

ws 4 bs 4 s 3 t 4 w 1 i 5 a 1 ld 9 as 4+

exarch got +1 ws, bs, i, a and 3+ as

old nemesis, outflank, skilled rider, battle trance

heavy aspect armor, haywire lance. eldar jetbike

may take up to 6 additional ones

one may be a exarch

the exarch may exchange his haywire lance for a powerweapon or starlance

the exarch may take up to 2 powers

monsterhunter

disarm

hit & run

warpspiders: 95 points for 5

ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+

exarch got +1 ws, bs, i, a and 3+ as

they are infantry with jet pack

old nemesis, battle trance, fleet, hit & run

heavy aspect armor, monothrower (may spelled wrong, sorry) warpjump generator.

may take up to 5 additional spiders

one may be a exarch

he may exchange his monothrower for a twin linked one or mono - blaster

he may get a pair of power blades

he may take up to 2 powers:

sniper vision

fire hail

assassin

crimson hunters: 160 points for 1

its a flyer

bs 4 f 10 s 10 r 10 with 3 HP

the exarch got +1 bs

skyhunter, perfect shot, vector dancer

2 laserlances, 1 pulsar.

its only 1 flyer always, he may be upgraded to be a exarch

he can exchance his both laserlances for starcannons

he may take both powers:

night vision

sniper vision

vyper squadrons: fast attack 1 for 50 points

bs 4 f 10 s 10 r 10 2 hp

shuriken cannon, twin linked shuriken catapult

may take 2 additional vypers.

each vyper may echange the shuriken cannon for:

starcannon

laserlance

haywire laser

eldar rocketlauncher with plasma and starstrike rockets

every vyper may exchange the twin linked shuriken catapult for a shuriken cannon

may take vehicle upgrades

wraithhunter: fast attack : 185 pts

bs 4 f 10 s 10 r 10 3 hp

psyker level 1, psyker crew, vector dancer

he always comes with the terrify psychic power (telepathy) no roll allowed

2 heavy warpscythes, ghostbreaker, soulstones.

HEAVY SUPPORT

war walkers: heavy support: 60 pts for one

ws 4 bs 4 s 5 f 10 s 10 r 10 i 5 a 2 hp 2

old nemesis, battletrance, scout, fleet

2 shuriken cannons

forcefield

may take up to 2 additional ones

each shuriken cannon may be exchanged for the following:

laserlance

haywire laser

starcannon

eldar rocketlauncher with plasma and starstrike rockets. may also buy additional anti air rockets.

may take vehicle upgrades

so scout now... phew...

support weapon platform battery: 30 points for 1 with 2 guardians

guadian: ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+

platform got nothing except T 7 W 2 and a 3+ as

special rules (only guardians) old nemesis, battle trance, fleet.

guardians : aramid armor, shuriken catapult, plasma grenades

platform : mono- weaver

may take up 2 to additional platforms including guardians

may exchange the mono- weaver for a

(sorry prolly wrong translation here) infrasound cannon

or a warpcannon

Dark Reapers: 3 man 90 pts

ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 3+

exarch got +1 ws, bs, i, a

old nemesis, slow and purposeful

heavy aspect armor, khaindar rockelauncher with starswarm rockets and khaindar targeting array.

may take up to 7 additional khaindar

one may be a exarch

he may exchance his weapon for a shuriken cannon

eldar rocketlauncher with plasma and starstrike rockets, may take additional anti air rockets

or the orkan rocket launcher

if the exarch got a khaindar rocketlauncher he may get additional starstrike rockets.

he may take up to 2 powers:

night vision

sniper vision

fire hail

may take a serpent as dedicated transport

fire prism: 125 for it

bs 4 f 12 s 12 r 10 3 hp

fire prism, twin linked shurikencatapult

may exchange the shuriken catapult for a shuriken cannon

may take vehicle upgrades

falcon: 125 points

bs 4 f 12 s 12 r 10 3 hp

pulsar, shuriken cannon, twin linked shuriken catapult.

transport capacity : 6

may exchange the shuriken cannon for :

starcannon

laserlance

haywire laser

eldar rocket launcher with plasma and starstrike rockets

may exchange the twin linked shuriken catapult for a shuriken cannon

may take vehicle equipment

shadowweaver: (that wd one) 115 pts

bs 4 f 12 s 12 r 10 3 hp

mono- cannon

twin linked shuriken catapult

may exchange the twin linked catapult for shuriken cannon

may take vehicle upgrades

wraithlord 120 pts

ws 4 bs 4 s 8 t 8 w 3 i 4 a 3 ld 10 as 3+

old nemesis, fearless

2 shuriken catapults

each shuriken catapult may be exchanged for flamers. may take a ghostglaive.

may take up to 2 of the following:

shurikencannon

laserlance

haywire laser

starcannon

eldar rocketlauncher with plasma and starstrike rockets

wraithknight 240 points

ws 4 bs 4 s 10 t 8 w 6 i 5 a 4 ld 10 as 3+

monstrous creature with jumppack

old nemesis, fearless

2 heavy phantombeamer

may exchange both beamer for:

ghostglaive and scattershield

suncannon and scattershield

may take up to 2 of the following (in any combination):

shuriken cannon

haywire laser

starcannon

DEDICATED TRANSPORT

serpent: 115 points (dedicated transport)

bs 4 f 12 s 12 r 10 3 hp

twin linked shuriken cannon, twin linked shuriken catapult, serpent shield

capacity : 12

may exchange the tl shuriken cannon for:

twin linked laserlance

twin linked starcannon

twin linked haywire laser

twin linked eldar rocketlauncher with plasma and starstrike rockets.

may exchange the tl shuriken catapult for a non twin linked shriken cannon

may take vehicle upgrades

rangers: troops 60 points for 5

ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+

old nemesis, move through cover, infiltrate, battle trance, stealth, fleet.

aramid armor, ranger sniperrifle, shuriken pistol. may take up to 5 additional rangers

wargear:

eldar rocketlauncher:

plasma rocket: 48" s 4 ap 4 heavy 1 small blast, pinning

anti air rocket : 48" s 7 ap 4 heavy 1 skyfire

starstrike rocket: 48" s 8 ap 3 heavy 1, pinning

fusion pistol : 6" s 8 ap 1 melta, pistol

fusionbeam: 12" s 8 ap 1 melta, assault 1

firepike : 18" s 8 ap 1 melta, assault 1

haywire lance: shooting: 6" s 6 ap 3 assault 1 lance

in close combat : s +3 ap 3 assault, impact, lance

impact: in the phases the user didnt assault with this weapon the weapon counts as a normal close combat weapon instead.

infrasound cannon : 48" s 7 ap 4 heavy 1 infrasound, pinning

infrasound: if a unit has been a target of one or more infrasound weapons. each following infrasound weapon increases its strength by 1 and ds by -1 (so second hit s 8 ap 3 etc.)

reaper misslelauncher: starstrike rocket: 47" s 8 ap 3 heavy 1 pinning

starswarm rocket: 48" s 5 ap 3 heavy 2

laserblaster: 24" s3 ap 5 assault 3

sunbeamer: 24" s 3 ap 3 assault 3, blinding

falcon claw: 24" s 5 ap 5 asssault 3

haywire laser: 36" s 6 ap 6 heavy 4, lasertargeting

pulsar: 48" s 8 ap 2 heavy 2

laser lance 36" s 8 ap 2 heavy 1 lance

laser targeting: if a unit/model fires a weapon with laser targeting in addition to other weapons you roll the to hit for the laser targeting weapon first. each following weapon of that unit/model count as twin linked

mono-blaster : 18" s 6 ap 1 rapid fire, monofilament, pinning

mono- catapult : 12" s 6 ap - assault 2 monofilament

mono- weaver: 48" s 6 ap 6, heavy 1 small blast, monofilament, barrage.

mono-cannon:

scattered: 48" s 7 ap 6 heavy 1 larg blast, monofilament, pinning, barrage

concentrated: flame s 7 ap 6 heavy 1 monofilament, torrent.

monofilmanet: if the targeted unit has initiative 3 or less (or nothing) the strength of the weapon counts as beeing one point higher. on a wound roll of 6 thiw weapon wounds automatically and counts as ap 1

units with mixed initiative use the highest initiative.

orkan rocketlauncher:

36" s 4 ap 3 heavy 2 small blast, barrage.

fire prism:

scattered: 60" s 5 ap 3 heavy 1 large blast

concentrated: 60" s 7 ap 2 heavy 1 small blast

lance mode : 60" s 9 ap 1 heavy 1 lance

ranger rifle: 36" sx ap 6 heavy 1 sniper

shuriken pistol : 12" s 4 ap 5 pistol, shurikenstorm

shuriken catalpult : 12" s 4 ap 5 assault 2 shurikenstorm

huntinc catapult : 18" s 4 ap 5 assault 2 shurikenstorm

shurken cannon : 24" s 6 ap 5 assault 3 shurikenstorm

screamer cannon : 24" s 6 ap 5 assault 3 pinning, shurikenstorm

shurikenstorm : to wound rolls of 6 count as automatically wounded with ap 2

scorpion saber (the exchangeable weapon for pistol and sword):

shooting: 12" s 4 ap 5 assault 2, shurikenstorm

melee: s+1 ap 5 melee, rending.

scorpion scissiors:

shooting: 12" s 4 ap 5 assault 2 shurikenstorm

melee: sx2 ap 2 melee (not unwieldly)

starcannon : 36" s 6 ap 2 heavy 2

suncannon: 48" s 6 ap 2 heavy 3 small blasts

star lance:

shooting: 6" s 8 ap 2 assault 1 lance

melee: s 8 ap 2 melee, impact, lance

impact: in the phases the user didnt assault with this weapon the weapon counts as a normal close combat weapon instead.

triskele:

shooting: 12" s 3 ap 3 assault 3

melee: s user ap 3 melee

warpscythe: flamer s 4 ap 2 assault 1 warprift

heavy warpscythe: 18" s 4 ap 2 assault 1 small blast, warprift

phantom beamer: 12" s 10 ap 2 assault 1 warprift

warpcannon: 24" s 10 ap 2 heavy 1 small blast warprift

heavy phantombeamer( or wraithbeamer) 36" s 10 ap 2 assault 1 warprift

warprift not vehicle units get automatically wounded on a to wound roll of 6 and also causes instant death. against vehicles every penetration roll of 6 is a penetrating hit.

asuryans sword: s user ap 2 melee, soulcut:

for each unsaved wound caused by it the model has to pass a ld test or gets removed from play.

energy blades: 2 weapons: s user ap 3 melee

ghost axe: s +2 ap 2 melee, unwieldly

ghost glaive: s +1 ap 2 melee, master crafted

ghost sword: s +1 ap 3 melee

harlequin whip : s user ap - melee, rending

ripping blade: s +2 ap 4 melee, two handed

runespear:

shooting: 12" s 9 ap - assault 1 fleshbane

melee: s user ap - melee, lifebane, armourbane

scorpion sword: s +1 ap 6, melee

mirror blades: 2 weapons: s user ap 3 melee, mastercrafted

deathblade: s

s +2 ap 2 melee, two handed

seer staff: s user ap - melee, lifebane, armourbane, soulblaze

relics:

broken piece of anaris:

s +2 ap - melee, rending, vauls work

vauls work : the user of the weapon has the fearless rule. in a challenge attacks made with this weapon have the fleshbane and instant death special rules

faolchus wing:

a model with faolchus wing may decide in its shooting phase to run 48", if it does so it may not shoot , attack or cast psychic powers, the model may reroll failed coversaves until the beginning of the next phase (why do i think about the flash here....)

fireblade:

s+1 ap 3 melee, soulblaze, conflagration

conflagration: if the soulblaze special rule of this blade causes a unsaved wound roll a d6 for every unith within 6" of that unit (friend and foe). if you roll a 6 the unit gets hit by soulblaze aswell.

hunting rifle of uldanoreth

120" s x ap 3 heavy 1 sniper.

mantle of the laughing god:

the user loses the independent character special rule but gains stealth, shrouded, hit & run and can reroll failed cover saves

phoenix jewel:

only one use. before the user of the jewel gets taken off the board as casuality roll a d6. on 1 nothing happens, on a 2+ center the last blast template of the user. every unit hit by the template, friend andf oe suffer as many s4 ap 6 hits as they got models in the unit. if at least one unsaved wound was caused, the user does not get removed from the table but remains in play with 1 remaining wound.

soulstone of anath'lan

every time the user of the soulstone tryies to cast a psychic power he may decide to reduce the warpcharge cost of the psychic power by 1 (minimum 1). if he does so he cannot use his rune armor until the rest of his turn. (not bad actually. since you got the invul back at the enemy turn)

PSYCIC POWERS

runes of battle: each power has 2 effects. one for you and one for the enemy

primary:

either : blessing: the psyker and his unit have the shrouded special rule

or : a enemy unit within 18" loses the shrouded special rule

1.

either : witchfire: flamer s 5 ap 4 assault 1 soulblaze

or: blessing: heals a lost wound on a model in a unit within 18", cannot restore dead models.

2.

either: blessing: the psyker and his unit have the fearless special rule

or: malediction: a enemy unit within 18" reduces its LD by -3

3.

either: blessing: the psyker and his unit have +1 ws and I

or : malediction: a enemy unit within 18" have -1 ws and I

4.

either: blessing: the psyker and his unit increase their armorsave by 1 (yes. 2+ armor for wraithguard/blades!!)

or: a enemy unit within 18" reduces its armorsave by 1 (terminators get powerarmor, lol)

5.

either: blessing: the psyker and his unit run additional 3"

or: malediction: a enemy unit within 18" cannot run

6.

either: blessing: the psyker and his unit have +1 S

or: malediction: a enemy unit within 18" has -1 S

Runes of Fate:

primary:

blessing: friendly unit within 24" may reroll failed to hit rolls

1.

focused witchfire: 24" a enemy model suffers 3 hits with the strength of the runeprophet and the special rule lifebane.

if a model gets killed by this targets another model with 2 hits. if one gets killed by that, the last one gets hit 1 time.

2.

malediction: 24" range, if the target is a non vehicle unit all failed to wound rolls may be rerolled against the target. if the target is a vehicle every attack against it can reroll failed armor pen rolls

3.

witchfire: 24" s 3 ap - assault 1 larg blast, haywire, lifebane, pinning

4.

blessing: the runeprophet gains d3+2 token. at the ending of each phase the runeprophet has to roll a d6. on a 1-3 one token gets removed. on a 4+ nothing happens until the end of the next phase.

as long as the runeprophet has at least one token his stats get increased by:

WS, BS, I +5 and attacks +2. he also gains the rampage and fearless special rules.

if the runeprophet loses the last marker or the game ends he is removed as a casuality.

(this isnt even my final form!)

5.

blessing: a friendly unit within 24" may reroll all failed saves

6.

focused witchfire: 24"

the runeprophet and the target both roll a d6 and add their ld.

if the target result is higher, the runeprophets WS and BS gets reduced to 1.

if the result is equal the target model reduces its WS and BS to 1.