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"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% |
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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!
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, 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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