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: Dire Avengers (9#, 135 Pts)
    Dire Avengers   8    Troops    4    4    3    3    1    5    1    9    4+    135
   (p.30 & p.64 Eldar);   Fleet;   Avenger S-Catapult (ASC)
      Dire Avenger Exarch   1    -    5    5    3    3    1    6    2    9    3+    [39]
   Fleet;    Bladestorm (BS);   Avenger S-Catapult (ASC)
  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 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: Guardian Squad (11#, 146 Pts)
    Guardian Squad   0    Grp: Troops    146
   (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)
      Spiritseer (Warlock)   1    -    4    4    3    3    1    4    1/2    8    -/4(i)    [36]
   (p.27-28 & p.60 Eldar);   Psyker;    Embolden ;   Fleet;   Spiritseer Upgrade;   Rune Armour (RAmr);   Shuriken Pistol (Sp);   Witchblade (WB)
  Elite: Harlequin Troupe (10#, 250 Pts)
    Harlequin Troupe   9    Elite    5    4    3    3    1    6    2/3    9    -/5(i)    250
   (p.48-49 & p. 63 Eldar);   Fleet;   Flip Belts;   Furious Charge;   Hit & Run;   Holo-Suit (H-S);   Harlequins Kiss (Hkiss) (x9);   Shuriken Pistol (x9);   Hallucinogen Grenades
      Harle Shadow Seer   1    -    5    4    3    3    1    6    2/3    9    -/5(i)    [52]
   Psyker;    Veil Of Tears ;   Fleet;   Flip Belts;   Furious Charge;   Hit & Run;   Holo-Suit (H-S);   Harlequins Kiss (Hkiss);   Shuriken Pistol (Sp);   Hallucinogen Grenades
  Elite: Fire Dragons (6#, 237 Pts)
    Fire Dragons   4    Elite    4    4    3    3    1    5    1    9    4+    237
   (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);   Dragon's Breath Flamer;   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);   Vectored Engines (VE);   TL Shuriken Catapult (TL-Scat);   TL Missile Launchers (TL-ML)
  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 (x1);   Shuriken Catapult (SCat) (x1);   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 (x1);   Shuriken Catapult (SCat) (x1);   Wraithsword (Ws);   Bright Lance (BL)
  Heavy Support: Fire Prism (1#, 150 Pts)
    Fire Prism   1    Grp: Heavy BS:   4 FA:   12 SA:   12 RA:   10    150
   (p.43 & p.67 Eldar) Skimmer; Tank; Fast;   Holo-Field (Vehicle) (H-F);   TL Shuriken Catapult (TL-Scat);   Prism Cannon (PC)
Total Cost: 1835

   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)
    Embolden    The Warlock and his squad may re-roll any failed Leadership tests. (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
    Bladestorm (BS)    Squad adds 1 to the number of shots in a turn. The following shooting phase they cannot shoot. (p.30 Eldar)
    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)
   Spiritseer Upgrade    Any Wraithlord or Wraithguard Unit within 12" of a Spiritseer need not test for Wraithsight.
   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)
   Holo-Field (Vehicle) (H-F)    Opponent Rolls 2D6 on vehicle damage charts, and takes the lowest result. (p.44 Eldar)
   Vectored Engines (VE)    If Immobilised, it instead makes a forced landing as if it had not moved that turn. (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
   Avenger S-Catapult (ASC)    18" Range; S4; AP5; Assault 2
   Bright Lance (BL)    36" Range; S8; AP2; Heavy 1, Lance
   Dragon's Breath Flamer    Range: Template; S5; AP4, Assault 1
   Flamer    Template; S4; AP5; Assault 1
   Fusion Gun (Fg)    12" Range; S8; AP1; Assault 1; 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)
   Prism Cannon (PC)    60" Range; S9; AP2; Heavy 1, Blast
60" Range; S5; AP4; Heavy 1 Large Blast
Linking: by combining the fire power of more then one Prism Cannon with LOS to ea. other, you can increase the S and AP by +1 per adl. Prism Cannon shot and It Becomes Twin-Linked. ie. 2 Fire Prisms combine to create a S10; AP1; Heavy 1 blast. or S6; AP3; Heavy 1, Large blast. (p.43 Eldar) see also (p.31 W40k)
   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.