Gaál Zoltán (Zaggar) Elda serege

Unit Name ## WS BS St To Wo In At Ld Save Cost
Avatar of Khaine (HQ) 1 10 5 6 6 4 6 4 10 3+/4++ 155
Daemon (4+ invulnerable save); Fearless; Molten Body (immune to flamer, heavy flamer and melta weapons); Inspiring; Monstrous Creature; Wailing Doom
Eldrad Ulthran (HQ) 1 5 5 3 4 3 5 1/2 10 3++ 210
Independent Character; Divination; Shuriken Pistol; Staff of Ulthamar; Witchblade
  #Doom At the start of the Eldar turn, nominate one enemy unit within 24". All hits on this unit may reroll to wound until the start of the next Eldar turn. [0]
  #Eldritch Storm Instead of shooting, place the Ordnance template within 18". Any models under it take an S3 hit (AP-) and must pass a Pinning test. Vehicles take a hit with an AP of 2D6 and are spun to face a random direction. [0]
  #Fortune At the start of the Eldar turn, nominate one Eldar unit within 6". This unit may re-roll armour saves, Invulnerable saves, and cover saves until the start of the next Eldar turn. [0]
  #Guide At the start of the Eldar turn, nominate one Eldar unit within 6". This unit may re-roll missed shooting 'to hit' rolls until the start of the next Eldar turn (Guess Range weapons can re-roll the scatter dice). [0]
  #Mind War Choose an enemy model within 18". The Farseer and this model roll 1D6 and add Ld - for each point the Farseer wins by, the enemy suffers 1 wound. Cannot be used in close combat. If a model suffers multiple wounds, it may take an Invulnerable save for each wound inflicted. [0]
  #Runes of Warding An enemy Psyker trying to use a Psychic Power must roll 3D6 and adds all three dice when making a Psychic test. Totals 12+ cause Perils of the Warp. [0]
  #Runes of Witnessing When making Psychic tests, roll 3D6 and discard the highest dice. [0]
  #Ghosthelm Ignore Perils of the Warp on a 3+. [0]
  #Spirit Stones A Farseer with Spirit Stones can use two different Powers every turn. [0]
Spiritseer (HQ) 10 4 4 3 3/4 1 4 1/9 8 4++/3+ 482
Warlock Powers; Fleet of Foot; Rune Armor (4+ invulnerable save); Singing Spear (x2); Witchblade (x8); Shuriken Pistol (x10); Spiritseer (x1); Any Wraith unit with a model within 12" of the Spirit Seer does not have to test for Wraithsight; Jetbike; Jetbikes include Linked Shuriken Catapults (x number of Jetbikes remaining).
  Embolden The Warlock's squad may re-roll any Morale checks or Pinning tests. -
  Enhance The Warlock's squad gain +1WS and +1I (Not shown on profile). -
Guardian Jetbike Squadron (Troops) 6 3 3 3 3/4 1 4 1 8 3+ 152
Shuriken Pistol; Linked Shuriken Catapults (x4); Shuriken Cannon (x2); Jetbike
Guardian Jetbike Squadron (Troops) 3 3 3 3 3/4 1 4 1 8 3+ 76
Shuriken Pistol; Linked Shuriken Catapults (x2); Shuriken Cannon (x1); Jetbike
Guardian Jetbike Squadron (Troops) 3 3 3 3 3/4 1 4 1 8 3+ 76
Shuriken Pistol; Linked Shuriken Catapults (x2); Shuriken Cannon (x1); Jetbike
Guardian Jetbike Squadron (Troops) 3 3 3 3 3/4 1 4 1 8 3+ 76
Shuriken Pistol; Linked Shuriken Catapults (x2); Shuriken Cannon (x1); Jetbike
Guardian Jetbike Squadron (Troops) 3 3 3 3 3/4 1 4 1 8 3+ 76
Shuriken Pistol; Linked Shuriken Catapults (x2); Shuriken Cannon (x1); Jetbike
Guardian Jetbike Squadron (Troops) 3 3 3 3 3/4 1 4 1 8 3+ 76
Shuriken Pistol; Linked Shuriken Catapults (x2); Shuriken Cannon (x1); Jetbike
Wraithlord (Heavy Support) 1 4 4 10 8 3 4 2 10 3+ 155
Fearless; Monstrous Creature; Wraithsight; 2 of the same Heavy Weapon become twin-linked; Flamer (x2); Bright Lance (x1); Missile Launcher (x1)
Wraithlord (Heavy Support) 1 4 4 10 8 3 4 2 10 3+ 155
Fearless; Monstrous Creature; Wraithsight; 2 of the same Heavy Weapon become twin-linked; Flamer (x2); Bright Lance (x1); Missile Launcher (x1)
Wraithlord (Heavy Support) 1 4 4 10 8 3 4 2 10 3+ 155
Fearless; Monstrous Creature; Wraithsight; 2 of the same Heavy Weapon become twin-linked; Flamer (x2); Bright Lance (x1); Missile Launcher (x1)
Option Footnotes:
  Bright Lance 36"R, S8, AP2, Assault 1. Treats AV > 12 as 12.
  Eldar Missile Launcher 48"R. (S8, AP3, Heavy 1) OR (S4, AP4, Heavy 1, Blast, Pinning).
  Flamer Template, S4, AP5, Assault 1.
  Jetbike Move 12". Can always move 6" in the Assault Phase in any direction, if not Broken. Ignore terrain while moving - if the model ends in Difficult Terrain, it crashes on a 1. Pursue and fall back 3D6".
  Linked Shuriken Catapults 12"R, S4, AP5, Assault 2, Linked.
  Shuriken Cannon 24"R, S6, AP5, Heavy 3.
  Shuriken Pistol 12"R, S4, AP5, Pistol.
  Singing Spear 12"R, Wounds on 2+, AP-, Assault 1. May be used in close combat OR shooting, but not both in the same turn. Against vehicles, has 3*St + D6 AP.
  Staff of Ulthamar Cast a 3rd Psychic Power, may re-use one Psychic Power. Wounds on 2+, no armour saves.
  Wailing Doom 12", S8, AP1, Assault 1, Melta. No armour save in close combat.
  Witchblade Wounds on 2+. 3 * St + D6 AP.