Gutpintér Tamás (Guppi) elda serege

  Name   #   Grp   WS   BS   S   T   Wo   I   A   Ld   Save   Cost
  HQ: Eldrad Ulthran (1#, 210 Pts)
    Eldrad Ulthran   1    HQ    5    5    3    4    3    5    1/2    10    -/3(i)    210
 (p.50-51 & p.61 Eldar);   Psyker;    Doom ;    Eldritch Storm ;    Fortune ;    Guide ;    Mind War ;   Divination;   Fleet;   Independent Character;   Ghost Helm (GH);   Rune Armour (RAmr);   Runes of Warding (RofWard);   Runes of Witnessing (RofWit);   Spirit Stones (P:SpStn);   Shuriken Pistol (Sp);   Witchblade (WB);   Staff of Ulthamar (SofU)
  HQ: Avatar (1#, 155 Pts)
    Avatar   1    HQ    10    5    6    6    4    6    4    10    3+/4(i)    155
 (p.24 & p.61Eldar),;   Unit Type: Monstrous Creature;   Fearless;   Deamon;   Inspiring;   Molten Body;   Wailing Doom (WD)
  Troops: Guardian Jetbike Squadron (3#, 76 Pts)
    Guardian Jetbike Squadron   3    Troops    3    3    3    3/4    1    4    1    8    3+    76
 (p.40 & p.64 Eldar);   Unit Type: Jetbike Infantry;   Turbo-boosters;   Eldar Jetbike (EJB);   Shuriken Cannon (SCan) (x1);   TL Shuriken Catapult (TL-Scat) (x2)
  Troops: Guardian Jetbike Squadron (3#, 76 Pts)
    Guardian Jetbike Squadron   3    Troops    3    3    3    3/4    1    4    1    8    3+    76
 (p.40 & p.64 Eldar);   Unit Type: Jetbike Infantry;   Turbo-boosters;   Eldar Jetbike (EJB);   Shuriken Cannon (SCan) (x1);   TL Shuriken Catapult (TL-Scat) (x2)
  Troops: Pathfinders (Rangers) (5#, 120 Pts)
    Pathfinders (Rangers)   5    Troops    3    4    3    3    1    4    1    8    5+    120
 (p.38 & p.64 Eldar);   Fleet;   Infiltrate;   Move Through Cover;   Stealth;   Ignore Difficult Terrain;   Pathfinder Stealth;   Scouts;   Pathfinders;   Shuriken Pistol (Sp) (x5);   Ranger Long Rifle (RLRifle)
  Troops: Guardian Squad (10#, 110 Pts)
    Guardian Squad   0    Grp: Troops    110
 (p.39 & p.64 Eldar);   Fleet
      G Defender Squad   10    -    3    3    3    3    1    4    1    8    5+    [110]
 Shuriken Catapult (SCat) (x10)
        Weapon Platform   1    Grp: -    [30]
 Bright Lance (BL)
  Elite: Fire Dragons (8#, 269 Pts)
    Fire Dragons   6    Elite    4    4    3    3    1    5    1    9    4+    269
 (p.32 & p.62 Eldar);   Fleet;   Fusion Gun (Fg);   Melta Bombs
      Fire Dragon Exarch   1    -    5    5    3    3    1    6    2    9    3+    [33]
 Fleet;    Crack Shot (CS);   Fusion Gun (Fg);   Melta Bombs
      Wave Serpent   1    Grp: - BS:   3 FA:   12 SA:   12 RA:   10    [140]
 (p.45 & p.63 Eldar), Skimmer; Tank; Fast;   Energy Field (Wave Serpent);   Spirit Stone (V:SpStn);   Shuriken Cannon (SCan);   TL Missile Launchers (TL-ML)
  Elite: Harlequin Troupe (10#, 282 Pts)
    Harlequin Troupe   8    Elite    5    4    3    3    1    6    2/3    9    -/5(i)    282
 (p.48-49 & p. 63 Eldar);   Fleet;   Flip Belts;   Furious Charge;   Hit & Run;   Holo-Suit (H-S);   Harlequins Kiss (Hkiss) (x8);   Fusion Pistol (Fp);   Fusion Pistol (Fp);   Shuriken Pistol (x6);   Hallucinogen Grenades
      Harle Shadow Seer   1    -    5    4    3    3    1    6    2/3    9    -/5(i)    [48]
 Psyker;    Veil Of Tears ;   Fleet;   Flip Belts;   Furious Charge;   Hit & Run;   Holo-Suit (H-S);   Close Combat Weapon;   Shuriken Pistol (Sp);   Hallucinogen Grenades
      Harle Troupe Master   1    -    5    4    3    3    1    6    3/4    10    -/5(i)    [38]
 Fleet;   Flip Belts;   Furious Charge;   Hit & Run;   Holo-Suit (H-S);   Harlequins Kiss (Hkiss);   Shuriken Pistol (Sp);   Hallucinogen Grenades
  Heavy Support: Wraithlord (1#, 140 Pts)
    Wraithlord   1    Heavy    4    4    10    8    3    4    2    10    3+    140
 (p.47 & p.66 Eldar),;   Unit Type: Monstrous Creature;   Fearless;   WraithSight;   Flamer (x2);   Wraithsword (Ws);   Bright Lance (BL)
  Heavy Support: Wraithlord (1#, 140 Pts)
    Wraithlord   1    Heavy    4    4    10    8    3    4    2    10    3+    140
 (p.47 & p.66 Eldar),;   Unit Type: Monstrous Creature;   Fearless;   WraithSight;   Flamer (x2);   Wraithsword (Ws);   Bright Lance (BL)
  Heavy Support: War Walker Squadron (3#, 270 Pts)
    War Walker Squadron   1    Grp: Heavy    270
 (p.44 & p.66 Eldar), Walker;   Scouts
      War Walker   1    Grp: - WS:   3 BS:   3 St:   5 In:   4 At:   2 FA:   10 SA:   10 RA:   10    [90]
 Bright Lance (BL);   Bright Lance (BL)
      War Walker   1    Grp: - WS:   3 BS:   3 St:   5 In:   4 At:   2 FA:   10 SA:   10 RA:   10    [90]
 Bright Lance (BL);   Bright Lance (BL)
      War Walker   1    Grp: - WS:   3 BS:   3 St:   5 In:   4 At:   2 FA:   10 SA:   10 RA:   10    [90]
 Bright Lance (BL);   Bright Lance (BL)
Total Cost: 1848

 Option Footnotes
 Psychic Powers
  Doom  Select one non-Vehicle unit wihtin 24" all Hits caused to that unit gain a re-roll to wound until the start of the next Eldar turn. (p.28 Eldar)
  Eldritch Storm  18" Range; S3; AP-; L-Blast, Pinning; Vehicles touched take 2D6+3 AP hit, and Spun in random Direction, if "Hit" is scored Eldar player may choose its Facing. Takes the place of a ranged attack. (p.28 Eldar)
  Fortune  One unit within 6" may re-roll saves it makes until the next Eldar Turn. (p.28 Eldar)
  Guide  One unit wihtin 6" may re-roll shooting "to hit" rolls until the next Eldar Turn (can re-roll scatter dice). (p.28 Eldar)
  Mind War  18" Range; S compare 1D6+Ld. Enemy suffers one wound per point less the then Farseer. No Armour saves allowed. Used "instead of Shooting!" (p.28 Eldar)
  Veil Of Tears  The Shadow Seer uses her powers to confuse and terrify her foe. Any enemy unit wishing to target the shadowseer or the unit she is with must roll 2D6x2. This is their spotting distance in inches.
If the Models are not within spotting range, they may not fire that turn. The Shadowseer and her unit can always be ignored by the enemy for the purpose of determining target priority.
 Skills
  Crack Shot (CS)  Ignores cover saves, re-roll failed 'To Wound ' rolls when shooting. (p.34 Eldar)
 Deamon  To all intents and purposes, an Avatar is a Deamon and will therefore be affected by weapons and abilities that affect Deamons. He benefits from a 4+ Invulnerable save as well as his 3+ armour save. (p.24 Eldar)
 Divination  After both sides have Deployed at the start of the Game, the Eldar player my reposition D3+1 units in his army within its Deployment zone. (p.51 Eldar)
 Fearless  Automatically pass all morale tests, conditions apply (p75 WH40K 5E)
 Fleet  May assault in the same turn as running, conditions apply (p75 WH40K 5E)
 Flip Belts  Can Ignore Difficult Terrain
 Furious Charge  Add +1 to strength and initiative, conditions apply (p75 WH40K 5E)
 Hit & Run  May move 3D6" after combat, conditions apply (p75 WH40K 5E)
 Ignore Difficult Terrain  Can Ignore Difficult Terrain
 Independent Character  (p.50 WH40k)
 Infiltrate  Deploy last within 12" or 18", conditions apply (p75 WH40K 5E)
 Inspiring  When led by their Avatar, the craftworld Eldar are filled with thoughts of bloodshed, and its presence inspires then to great acts of valour. Any Eldar unit with a model within 12" of the Avatar becomes Fearless. (p.24 Eldar)
 Molten Body  THe Avatar's body is fashioned from burning iron flooded with flowing magma. Melta weapons, flamers and heavy flamers, cannot wound the Avatar. (p.24 Eldar)
 Move Through Cover  Roll an additional D6 when moving through cover, conditions apply (p75 WH40K 5E)
 Pathfinder Stealth  As Stealth speacial rule (p.75 WH40k)
Any cover save used is improved by +2 instead of the usual +1 conferred by the Stealth special rule.
 Pathfinders  Pathfinders: Ignore Difficult terrain and get 5+ Cover saves. and have greater accuracy on 5+ to hit get AP1 with Ranger long rifles. (p.38 Eldar)
 Psyker  1.) Psykers affect wraith sight up to 6", and upgraded Spiritseers allow 12"
2.) Farseer Psychic Tests: Roll 2D6 under Leadership stat. Warlocks and Shadowseers do not roll psychic tests.
3.) Dangers of the Warp: On a Psychic Test roll of 2 or 12, Psyker is attacked. 1 Automatic hit @ S6; No Saves of any sort. on a roll of 2 the power still works, even if killed.
 Scouts  May move at the start of the battle before the first turn, conditions apply (p76 WH40K 5E)
 Stealth  Improve cover save by +1, conditions apply (p76 WH40K 5E)
 Turbo-boosters  Bikes/jetbikes may move up to 24", cover save of 3+, conditions apply (p76 WH40K 5E)
 Unit Type: Jetbike Infantry  Unit Type: Jetbikes (p.54 WH40k)
1.) Move upto 12" over terrian. If end of move is in Diff Terr, do Dangerous Terrain test. Can land on top of Diff Terr, is without cover, and is as tall as the Terr for LOS. Can move though Diff Terr, take test. Get Cover.
2.) Turbo boosters special rule (p.76 WH40k)
3.) Shoot 1 weapon per rider. can Move and fire, RF and Heavy and still assault.
4.) Assault 6" affected by Diff Terr. Eldar Jetbikes: Can move 6" in assault phase.
5.) Fall back 3D6" over terrian.
6.) Increase stat +1T. (not vs Instant death.)
 Unit Type: Monstrous Creature  Unit Type: Monstrous Creature (p.55 WH40k)
1) Re-Roll dice for difficult terrain.
2) Target any unit, Fire two weapons per turn.
3) Ignore Armour Saves.
4) Armour penetration 2d6+Str
 WraithSight  If not within 6" of Friendly Psyker, roll D6, result of 1 the Unit is Inactive this turn. Cannot move, shoot or fight. Hit automatically in CC. (p.46 Eldar)
 Vehicle Upgrades
 Energy Field (Wave Serpent)  Wave Serpent Protects the Front and Side Arcs. Weapons > S: 8 are no more then S: 8. Hits will never get more then +1D6 for AP. Doesn't affect CC attacks or the rear. (p.45 Eldar)
 Spirit Stone (V:SpStn)  If crew is "stunned" it turns to "Crew Shaken". (p.44 Eldar)
 Wargear
 Eldar Jetbike (EJB)  Unit Type: Jetbike Infantry. Eldar jetbikes come with Twin-Linked Shuriken catapults, and confer a +1T as well as a 3+ armour save to the Rider. (p.40 Eldar) See Jetbikes for more info on movement. (p.54 WH40k)
 Ghost Helm (GH)  Wearer may ignore perils of the warp on a 3+.(p.26 Eldar)
 Holo-Suit (H-S)  Harlequins use a a sophisticated holo-suit to fragment their image and foil incoming fire and blows from their enemies. They benefit from a 5+ invulnerable save.
 Rune Armour (RAmr)  Eldrad's Rune Armour Save is 3+ Invulnerable (p.61 Eldar)
 Runes of Warding (RofWard)  Enemy Psykers tests must be taken on 3D6 suffering Perils of the Warp attack on any roll of 12 or above. (p.26 Eldar)
 Runes of Witnessing (RofWit)  Can use the RofWitnessing to test for a psyker test roll 3D6 discard the highest die. (p.26 Eldar)
 Spirit Stones (P:SpStn)  Allows Psyker to use another power in the turn. You may not use the same one. (p.26 Eldar)
 Weapons
 Bright Lance (BL)  36" Range; S8; AP2; Heavy 1, Lance
 Close Combat Weapon  If used with another close combat weapon, +1 attack in close combat.
 Flamer  Template; S4; AP5; Assault 1
 Fusion Gun (Fg)  12" Range; S8; AP1; Assault 1; Melta
 Fusion Pistol (Fp)  6" Range; S8; AP1; Pistol, Melta
 Hallucinogen Grenades  Negate the effects of cover in close combat. (p.39 WH40k)
 Harlequins Kiss (Hkiss)  CCW with Rending special close combat attack (p.46 WH40k)
 Melta Bombs  One attack with 8+2D6 AP (exceptions apply p72 WH40K)
 Ranger Long Rifle (RLRifle)  36" Range; S-; AP6; Heavy 1; Sniper; Pinning;
Ranger = To Hit Roll of 6 = AP1.
Pathfinder = To Hit Roll of 5+ = AP1.
 Shuriken Cannon (SCan)  24" Range; S6; AP5; Assault 3
 Shuriken Catapult (SCat)  12" Range; S4; AP5; Assault 2
 Shuriken Pistol  12" Range; S4; AP5; Pistol
 Shuriken Pistol (Sp)  12" Range; S4; AP5; Pistol
 Staff of Ulthamar (SofU)  May be used in one of 2 ways per turn:
First: Allows Eldrad to use another Pysker power (even one already used) when not ingaged in Combat.
Second: Allows Eldrad to always wound on 2+ in Close Combat. Attacks also ignore Armor Saves. (p.51 Eldar)
 TL Missile Launchers (TL-ML)  48" Range; S8; AP3; Heavy 1 or S4; AP4; Heavy 1 BlastTwin Linked
 TL Shuriken Catapult (TL-Scat)  12" Range; S4; AP5; Assault 2, Twin Linked
 Wailing Doom (WD)  12" Range; S8; AP1; Assault 1, Melta
 Witchblade (WB)  Wounds on 2+; Against Vehicles STR*3+D6 AP. (p.46 WH40K )
 Wraithsword (Ws)  Allows to Re-roll of failed rolls to hit in Close Combat.