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Void Dragons - Eldar 1750 Punten

by: Cees Jan Stam Reg Number: 008


Team: Generals of the West Reg Number: K12
POINTS # MODELS WS BS S T W I A LD SV
HQ: 300

Fu’gha’i 155 1 6 6 3 3 3 7 4 10 3+
(Yriel)
Wargear: Spear of Twilight, the Eye of Wrath, Fleet of Foot, Master Strategist
Plasma Grenade, Force Shield (4+ Invulnerable Individual: An army can only include one Yriel
Save) Unit Type: Infantry
Special rules: Independent Character, Doomed ,
Fu’gha’o 145 1 5 5 3 3 3 5 1 10 -
(Farseer)
Wargear: Rune armour (4+ Invulnerable Save), Foot, Psychic Powers
Shuriken Pistol, GhostHelm, Witchblade, Runes Psychic Powers: Doom(25pt), Fortune(30pt)
Of Warding(15pt),Spirit Stones(20pt) Unit Type: Infantry
Special rules: Independent Character, Fleet of

Elite: 685

Fu’gha 160 10 4 4 3 3 1 5 1 9 4+
(Fire Dragons)
Wargear: Fusion Gun, melta Bombs Unit Type: Infantry
Special rules: Fleet of Foot
Waveserpent 145 1 Bs 3 FA: 12 SA: 12 RA:10
Wargear: Twin-linked Shuriken Canon (10pt), Options: Spirit Stones(10pt), Vectored
Twinlinked Shuriken Catapult Engines(20pt), Star Engines(15pt)
Special rules: Energy Field Transport: 12 Infantry Models, Dedicated
Unit Type: Vehicle (Fast, Skimmer, Tank) Transport
Fu’gho 80 5 4 4 3 3 1 5 1 9 4+
(Fire Dragons)
Wargear: Fusion Gun, melta Bombs Unit Type: Infantry
Special rules: Fleet of Foot
Waveserpent 110 1 Bs 3 FA: 12 SA: 12 RA:10
Wargear: Twin-linked Shuriken cannon(10pt) Options: Spirit Stones(10pt)
Special rules: Energy Field Transport: 12 Infantry Models, Dedicated
Unit Type: Vehicle (Fast, Skimmer, Tank) Transport
Fu’ghu 80 5 4 4 3 3 1 5 1 9 4+
(Fire Dragons)
Wargear: Fusion Gun, melta Bombs Unit Type: Infantry
Special rules: Fleet of Foot
Waveserpent 110 1 Bs 3 FA: 12 SA: 12 RA:10
Wargear: Twin-linked Shuriken cannon(10pt) Options: Spirit Stones(10pt)
Special rules: Energy Field Transport: 12 Infantry Models, Dedicated
Unit Type: Vehicle (Fast, Skimmer, Tank) Transport

Void Dragons painted and assembled by Cees Jan Stam


POINTS # MODELS WS BS S T W I A LD SV

Troops: 765

Fu’do 60 5 4 4 3 3 1 5 1 9 4+
(Dire Avengers)
Wargear: Avenger Shuriken Catapult Unit Type: Infantry
Special rules: Fleet of Foot
Waveserpent 125 1 Bs: 3 FA: 12 SA: 12 RA:10
Wargear: Twin-linked Scatter Laser(25pt) Options: Spirit Stones(10pt)
Special rules: Energy Field Transport: 12 Infantry Models, Dedicated
Unit Type: Vehicle (Fast, Skimmer, Tank) Transport
Fu’da 60 5 4 4 3 3 1 5 1 9 4+
(Dire Avengers)
Wargear: Avenger Shuriken Catapult Unit Type: Infantry
Special rules: Fleet of Foot
Waveserpent 125 1 Bs: 3 FA: 12 SA: 12 RA:10
Wargear: Twin-linked Scatter Laser(25pt) Options: Spirit Stones(10pt)
Special rules: Energy Field Transport: 12 Infantry Models, Dedicated
Unit Type: Vehicle (Fast, Skimmer, Tank) Transport
Fu’du 60 5 4 4 3 3 1 5 1 9 4+
(Dire Avengers)
Wargear: Avenger Shuriken Catapult Unit Type: Infantry
Special rules: Fleet of Foot
Waveserpent 125 1 Bs: 3 FA: 12 SA: 12 RA:10
Wargear: Twin-linked Scatter Laser(25pt) Options: Spirit Stones(10pt)
Special rules: Energy Field Transport: 12 Infantry Models, Dedicated
Unit Type: Vehicle (Fast, Skimmer, Tank) Transport
Guardian 210 6 3 3 3 3(4) 1 4 1 8 3+
Jetbike
Wargear: 4 Twin linked shuriken catapults, 2 schuriken cannons(20pt)
Charcter: Warlock(58pt)
Special rules: Eldar Jetbikes
Unit Type: jetbike
Warlock 1 4 4 3 3(4) 1 4 1 8 3+
Jetbike
Wargear: twinlinked shurikan catapults, Shurikan Pistol, Singingspear(3pt), Rune armour (4+
Invulnerable Save)
Warlock Psychic Powers: Destructor(10pt)
Special rules: Fleet of foot,Warlock Powers Unit, Eldar
Unit Type: jetbike

Total: 1750

Void Dragons painted and assembled by Cees Jan Stam


Eldar Weapons

WEAPONS (* ADDITIONAL SPECIAL RULES) RANGE S AP TYPE


Avenger Shuriken Catapult 18 ” 4 5 Assault 2
Destructor(Warlock Powers) Template 5 4 Assault 1
Fusion Gun* 12 ” 8 1 Assault 1, Melta*
Scatter Laser (Twin-linked) 36 “ 6 6 Heavy 4
Shuriken Cannon (Twin-linked) 24 “ 6 5 Assault 3
Shuriken Catapult (Twin-linked) 12 “ 4 5 Assault 2
Shuriken pistol 12 “ 4 5 Pistol
Singing Spear* 12” * 6 Assault 1

(Eldar) Special Rules

Doomed: At the end of every game, Yriel suffers one automatic wound from his own weapon. Yriel
may take his Forceshield save as normal. (blz. 53 Codex Eldar)
The Eye of Wrath: Once per game, Yriel can activate the Eye of Wrath in lieu of making his normal
attacks in assault. Place the large blast template with the hole centred of Yriel; all models under the
template take a Strenght 6 his at AP3. Yriel is not affected. (blz. 53 Codex Eldar)
Spear of Twilight: a Singing Spear that Ignores armour saves (blz. 53 Codex Eldar)
Singing Spear: Inflicts wounds on 2+ regardless of the toughness. Armours saves are taken as normal.
Counts as S9 against vehicles. Requires 2 hands to wield, so no bonus attack for extra handweapon.
It can also be thrown with the following profile: (blz. 27 Codex Eldar)
Singing Spear Range: 12" S (see above) Ap: 6 TYPE :Assault 1
Plasma Grenade: Fight on normal initiative even if assaulting in cover (blz. 36 Rulebook 40K)
Runes of Warding: All enemy psychic tests must be taken on 3d6, suffering a perils of the warp
attack on any roll of 12 or above.(blz. 26 Codex Eldar)
Spirit Stones: a farseer with spirit stones can use two psychic powers per turn. A farseer cannot use
the same psychic pwer twice in the same turn. (blz. 26 Codex Eldar)
Psychic powers: a farseer is a psyche and must choose between 1 and 4 Farseer Psychicpowers a
Farseer can use a single psychic power per turn. (blz. 26 Codex Eldar)
Farseer Psychic Powers: Unless otherwise noted work as described in the psychic power section of
the warhammer 40K rulebook, are used at the start of the Eldar turn and do not require the Eldar
Psyker to have line of sight to target. (blz. 28 Codex Eldar)
Fortune: Nominate one Eldar unit with a model within 6” of the Farseer. This unit rerolls any failed
saves it makes until the start of the next Eldar turn. (blz. 28 Codex Eldar)
Doom: The farseer can target a non vehicle unit within 24”. All hits caused upon that unit gain a
reroll to wound until the start of the next Eldar turn. (blz. 28 Codex Eldar)
GhostHelm: If a farseer suffers a perils of the warp attack his ghosthelm will prevent it on a d6 roll of
3+ (blz. 26 Codex Eldar)
Witchblad: Inflicts wounds on 2+ regardless of the toughness. Armours saves are taken as normal.
Counts as S9 against vehicles. ((blz. 42 Rulebook 40K)
Warlock Psychic powers: a warlock’s power is available permanently, so he does not need to take a
psychic test to use it. (blz. 28 Codex Eldar)
Destructor: Destructor is used in the shooting phase instead of firing a weapon . it is worked out like

Void Dragons painted and assembled by Cees Jan Stam


a normal shooting attack with the following profile: (blz. 28 Codex Eldar)
Destructor(Warlock Powers) Range: Template S: 5 Ap: 4 TYPE : Assault 1
Eldar Jetbike: all elder Jetbikes are allowed to move 6”in the assault phase, even if they don’t assault.
When Eldar jetbikes move in the assault phase and do not assault, they treat difficult terrain in the
same way as other jetbikes do in the Movement phase. (blz. 53 Rulebook 40K)
Twinlinked: Reroll your misses with your to hit rolls, with blast weapons reroll the scatterdice and
scatter distance dice((blz. 30 Rulebook 40K)
Melta bombs: S8 +2d6 when assaulting vehicles (blz. 63 rulebook 40K)
Master Strategist: You may choose to add +1 to your reserve rolls as long as the autarch is alive,
regardless if he is in play or not (a roll of 1 is still a failure) (blz. 29 Codex Eldar)
Energy Field: Front and Side armour shots are never more then S8 and can never roll more then +1d6
for armour penetration. Close combat attacks and shots at rear armour are unaffected.
(blz. 45 Codex Eldar)
Spirit Stones (Vehicle): A “crew stunned” result is automatically counted as “crew shaken” result.
(blz. 44 Codex Eldar)
Star Engines: It may move and additional 12” in lieu of shooting, but troops may not embark or
disembark that turn. (blz. 44 Codex Eldar)
Vectored Engines: If the vehicle would crash due to being immobilised, it instead makes a forced
landing as if it had not moved that turn. (blz. 44 Codex Eldar)
Melta: Role an extra d6 for armour penetration when the gun is fired at half range or less. When at
more then half range role a single d6 as normal (blz. 42 rulebook 40K)
Independent Character: have the move through cover & Skilled Rider special rules(blz. 47 rulebook
40K)
Move Through cover: roll 3 d6 for difficult terrain test and take the Highest(blz. 75 rulebook 40K)
Skilled Rider: Reroll failed Dangerous terrain tests (blz. 76 rulebook 40K)
Fleet of Foot: a unit with this rule can assault in the same turn as it runs (blz. 75 rulebook 40K)

Void Dragons painted and assembled by Cees Jan Stam

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