@Edwin Voskamp's

"He had the look of someone who knew that, if he didn't have the answer, he could work it out faster than anyone else."

"Appropriate quote."


Edwin Voskamp's Warhammer 40,000 3rd. ed. Eldar Tournament Army (2000 pts)

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Firehost of Eternal Night

Since the Firehost is very large, it usually splits up in many varied parts, though most of them have a typical composition. I used to rarely field an Avatar, nor Support units, nor Guardians: since the advent of V3 I've had to. I field an army heavy on Aspect Warriors, each with their Exarch, but light on vehicles and fixed support weapons.

2000 point Tournament Warhost

This Army List was created using Army Builder, version 1.4d.

Unit Name ## WS BS St To Wo In At Ld Armor Cost
Gildred (FarSr) 1 5 5 3 4 3 5 1/2 10 4(I)+ 171
Independent Character. Psyker: See various Psychic Powers.
CC Weapon
Witchblade
  Ghosthelm Ignore Perils of the Warp on a 4+. Daemons fighting the wearer 1/2 WS. [5]
  Runes of Witnessing When making Psychic tests, roll 3D6 and discard the highest dice. [5]
  Spirit Stones A Farseer with Spirit Stones can use two different Powers every turn. [40]
  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. [15]
  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). [30]
  Fortune At the start of the Eldar turn, nominate one Eldar unit within 6". This unit may re-roll armour saves or cover saves until the start of the next Eldar turn. [20]
Striking Scorpions 5 4 4 4 3 1 5 1/2 9 3+ 143
Mandiblasters
Shuriken Pistol & CCW
  Exarch 1 5 5 4/5 3 1 6 2/3 9 3+ [63]
Biting Blade
Mandiblasters
Shuriken Pistol
    Crushing Blow +1 Strength (included on profile). [10]
    Stealth The Exarch and his squad may Infiltrate if allowed. [20]
Warp Spiders 4 4 4 3 3 1 5 1 9 3+ 192
Warp Jump Generators: Move 12", ignoring terrain. Instead of Assaulting, can make a second jump of 2D6" in any direction, but if you roll a double one member of the squad dies. Pursues and retreats 3D6", ignoring terrain.
Deathspinner
  Exarch 1 5 5 3 3 1 6 2/3 9 3+ [104]
PowerBlades
2 Deathspinners
    Withdraw Unit may voluntarily Fall Back after the Assault Phase, enemy may only Consolidate. The unit automatically regroups. [15]
    Surprise Assault When the Exarch and his squad charge, they get +2 At (rather than +1). [30]
Wraithguard 5 4 4 5 5 1 4 1 10 3+ 225
Fearless: The unit never falls back, even if it would automatically do so, and always passes Pinning tests; Wraithsight: If it's not led by a Warlock or Farseer, roll a dice at the start of the Wraithguard's turn - on a 1 they do nothing for that turn.
Wraithcannon
  Warlock 1 4 4 3 3 1 4 1 8 4(I)+ [50]
Psychic Powers: A Warlock's Psychic Powers are always in operation, and do not need Psychic Tests to activate. If a Power affects the squad the Warlock is with, the Warlock himself is also affected.
CC Weapon
Singing Spear
    Conceal The Warlock's whole squad always has a 5+ cover save. [20]
Dire Avengers 5 4 4 3 3 1 5 1 9 4+ 118
Shuriken Catapult
  Exarch 1 5 5 3 3 1 6 2/3 9 3+ [58]
Shur. Pistol & Dire Sword
    Defend If the Exarch strikes last in combat, enemies need a '6' to hit him. [12]
Guardian Defender Squad 5 3 3 3 3 1 4 1 8 5+ 40
Shuriken Catapult
Guardian Storm Squad 5 3 3 3 3 1 4 1/2 8 5+ 50
Shuriken Pistol & CCW (x5)
Plasma & Krak Grenades
Rangers 3 3 4 3 3 1 4 1 8 5+ 57
Infiltrate if allowed. When moving through Difficult Terrain, roll an extra dice to see how far you move. Cameleoline cloaks: If a ranger unit is in cover, it has a cover save of 1 'better' than normal.
Shuriken Pistol
Ranger Long Rifle
Shining Spears 3 4 4 3/5 3/4 1 5 1 9 3+ 260
12"R, S4, AP5, Assault 2, Linked. Can always move 6" in the Assault Phase, in any direction, if not Broken. Move 12". Ignore terrain while moving - if the model ends in Difficult Terrain, it crashes on a 1. Pursue and fall back 3D6".
Laser Lance
Linked Shuriken Catapults
  Exarch 1 5 5 3 3/4 1 6 2 9 3(I)+ [110]
Linked Shuriken Catapults
Bright Lance
Jetbike
    Skillful Rider The Exarch and his squad do not have to roll for Difficult Terrain. [5]
    Evade The Exarch's saving throw becomes Invulnerable. [10]
Swooping Hawks 5 4 4 3 3 1 5 1 9 4+ 158
Grenade Pack
Swooping Hawk Wings
Lasblaster
Plasma Grenades
  Exarch 1 5 5 3 3 1 6 2 9 3+ [53]
Grenade Pack
Swooping Hawk Wings
Hawk's Talon
Plasma Grenades
    Bounding Leap +D6" charge movement if the Exarch can already charge. The extra movement can be used to attack any model he wishes, not neccessarily the first he comes to. [5]
Vyper Squadron 1 - 3 - - - - - - 10/10/10 85
Fast, Skimmer, Open-Topped.
Shuriken Cannon (x1)
Bright Lance (x1)
Dark Reapers 3 4 4 3 3 1 5 1 9 4+ 186
Reaper Launcher
  Exarch 1 5 5 3 3 1 6 2 9 3+ [75]
Missile Launcher
Reaper Launcher
    Crack Shot The enemy gets no cover saves against the Exarch's shots, and the Exarch may re-roll failed 'to wound' rolls. This skill cannot be used at the same time as Fast Shot. [10]
Dark Reapers 3 4 4 3 3 1 5 1 9 4+ 191
Reaper Launcher
  Exarch 1 5 5 3 3 1 6 2 9 3+ [80]
Reaper Launcher
Shuriken Cannon
    Fast Shot If the Exarch is firing an Assault or Heavy weapon, add 1 to the number of shots it gets (e.g., Heavy 2 becomes Heavy 3). If he fires a Pistol or Rapid Fire weapon, he never counts as moving. This skill cannot be used at the same time as Crack Shot. [20]
Warcry (WrLrd) 1 4 4 5/10 8 3 4 2/3 10 3+ 120
Implacable Advance: Can fire 2 weapons when moving, and all weapons when stationary; can even fire Heavy Weapons when moving. Fearless: Cannot be pinned and never falls back, even if it would automatically do so.
Shuriken Catapult (x2)
Bright Lance
Option Footnotes:
  2 Deathspinners 12"R, S6, AP-, Assault 2.
  Biting Blade If an enemy with more than 1 wound is wounded, continue rolling to wound until you fail to do so.
  Bright Lance 36"R, S8, AP2, Assault 1. Treats AV > 12 as 12.
  CC Weapon +1A if used with another CCW / pistol.
  Deathspinner 12"R, S6, AP-, Rapid Fire.
  Dire Sword No armour save in close combat. If a multi-wound model is wounded by the Dire Sword, it must make a Ld test or die horribly.
  Eldar Missile Launcher 48"R. (S8, AP3, Heavy 1) OR (S4, AP4, Heavy 1 Blast).
  Grenade Pack On the turn when the unit Deep Strikes in, place the Ordnance marker anywhere on the table before the unit arrives and scatter it D6"; it is S4, AP5, Large Blast.
  Hawk's Talon 24"R, S4, AP6, Assault 3.
  Krak Grenades When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 6+1D6.
  Lasblaster 24"R, S3, AP6, Assault 2.
  Laser Lance S5, AP5, Assault 1. Fired when charging into Assault. Gives S5 in hand-to-hand combat.
  Linked Shuriken Catapults 12"R, S4, AP5, Assault 2, Linked.
  Mandiblasters Mandiblasters can be used in close combat if their wearer is within 2" of an enemy. They strike at +2 Initiative, inflicting an S4 hit on a roll of 4+.
  Plasma Grenades Negates effects of cover in combat.
  PowerBlades No armour save in close combat. +1A (included on profile).
  Ranger Long Rifle 36"R, Hits on 2+, Wounds on 4+, Heavy 1. If a '6' is rolled to hit, the shot has AP1.
  Reaper Launcher 48"R, S5, AP3, Heavy 2.
  Shuriken Cannon 24"R, S6, AP5, Assault 3.
  Shuriken Catapult 12"R, S4, AP5, Assault 2.
  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.
  Swooping Hawk Wings Move 12", ignoring terrain. Deep Strike, even if not allowed. If model enters difficult terrain, roll a D6- on a 1 it crashes and is removed. Flee & pursue 3d6".
  Witchblade Wounds on 2+. 3 * St + D6 AP.
  Wraithcannon 12"R, Wounds on 4+, AP1, Assault 1. On a roll of '6' to wound, inflicts 'instant death'. Causes Glancing Hits on a roll of 4, and Penetrating Hits on a 5+.
Total Army Cost: 1996 Pts.
Notes:
Fleet of Foot: Instead of shooting, any Eldar unit can move an extra D6 inches in it's Shooting phase, unmodified for cover. The Avatar, vehicles and Jetbikes, Dark Reapers, any unit with a Grav-Platform and any model with a save of 3+ or better (apart from Dire Avengers, Howling Banshees and Fire Dragon Exarchs) cannot use this rule.

Models in Army: 57

Troop Type Count Points Unused Percent
HQ (1 - 2) 1 171 n/a 8%
Elite (0 - 3) 3 560 n/a 28%
Troops (2 - 6) 4 265 n/a 13%
Fst. Atck. (0 - 3) 3 503 n/a 25%
Hvy. Supp. (0 - 3) 3 497 n/a 24%
Equipment Summary 17 272 n/a 13%

Bullwhip Cracking
I attended a bullwhip handling seminar given by Gery L. Deer in Ann Arbor, organised by a friend of mine who had seen Gery perform at a local Science Fiction convention. Since I have practiced diligently and acquired two more whips: it is boatloads of fun!
Tekumel Published
With two friends I have developed a new RPG set on Tekumel for Guardians Of Order, a Canadian RPG company. It is out!
RPG Updates
I have been running my new game settings, based on my serial campaign concept, as well as have complete websites: ShadowWorld Mainline, ShadowWorld WWII and Grand Design.
I am working on a new current day ShadowWorld setting, with a new, entirely different cosmology.
More ...
Underworld is now ShadowWorld
Underworld, though laying claim to prior use, was renamed to ShadowWorld in the summer of 2002, to avoid confusion with earlier published role playing games with same or similar names.
It was moved to its own website.
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