Codex: Eldar 2010 Reedition v.3.2

April 5, 2018 | Author: Drakeus | Category: Spear, Sword, Armour, Military Equipment, Military Technology
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Again, a couple of changes....

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Codex: Eldar Fan-edited by Drake, 2010

Foreword For all purposes, this fan made codex wasn't designed to put down the original Codex: Eldar from year 2006. It's good, almost perfect (it fits 5th edition in most cases). But there are several units or powers that need revision (not immediate, but still) or rewritting. In this publication, I present my vision of that needs to be changed and what doesn't need to. Fluff is not be inserted – it's pointless. See Codex: Eldar if You want some (or Lexicanum). I ommited some sections, as HQ section which is (for me) good. If there are suggestions about it, e-mail me. So, sit in a comfortable place, take a cup of tea or coffee and enjoy what I have written for You.

Special Rules: Fleet of Foot – as in the codex: Eldar. Exarch Might – every Exarch has got an Eternal Warrior special rule. Fusion – all weapons that have a Fusion special rule always roll 2d6 for an armour penetration, no matter the range.

Wargear Ancient Shuriken Cannon – 24” S6AP5, Assault 3, Rending Avenger Shuriken Catapult – 18” S4AP5, Assault 2 Plasma Grenade Launcher – 24” S3 AP5, Assault 1 blast, pinning Under-barelled Plasma Grenade Launcher – 12” S3 AP5, Assault 1 blast, pinning Wrist-mounted Plasma Grenade Launcher – 12”, S3 AP5, Assault 1 blast, pinning Flechette Gun – S6AP- , Assault 1 Template Dragon's Breath Flamer – S5AP4, Assault 1 Template Biting Blade – When hit is struck, roll to wound unless you fail to wound a target. Biting blade is two-handed close combat weapon. Power glove – Ancient and powerful „fist”, forged by Vaul's blacksmiths. It doubles the user strength but lowers I to 1 and ignores armor saves. Warp Jump Generator: as in codex, in addition Warp Spiders ignore terrain in all cases (Dangerous Terrain tests, as Terrain an't slow them down while they Run or Flee; they're not affected by terrain while Assaulting, neither their movement is reduced nor their I value) Vyper Chariot – It's a sophisticated and heavy modified Vyper. It comes without the weapon platform at the rear; instead it has a place for a highly skilled raider, who wants to reach his prey at very, very fast speed. It can be taken only by an Autarch or Arch-Farseer. For all purposes it is normal Vyper, but without the Scout special rule, AV11 on front and rear and the weapon platform, as mentioned before. Additionally, it cannot be abandoned by its rider until its destroyed and in close combat it is treated as a dreadnought.

Executioner – Forged primarly to be a representative weapon, nowadays this ancient tool of battle is as much deadly, as a power sword. It is a lesser form of Howling Banshees fearsome Executioner, which lacks its strength, but still gives its bearer a force not to be underestimated. What a shame awaits a proud Space Marine slaughtered by an Eldar civilian with this weapon? Executioner is a two-handed power weapon that adds +1 S to its bearer. Singing Spear – gives the bearer an ability to throw it at range of 12” with S8AP3, Assault 1, Lance. For a purposes of close combat, it is a two-handed Witchblade. Witchblade – A psychic-driven weapon of many shapes. It always wounds on a roll of 2+, and on a roll of 6 it ignores invulnerable and armour saves. Fusion Pistol – 6” S8AP1, Assault 1 Fusion Fusion Pike – 18” S8AP1, Assault 1 Fusion Wraithsword – A medium-sized (to a Wraithlord's standards!) sword made of wraithbone. It is considered very heavy, but the truth is that this elegant weapon weights very little comparing to its size. Therefore, each Wraithsword gives the Wraithlord +1 Attack. Wraith zweihander – A giant sword, used to crush everyone on the Wraithlord's path. It maximizes the Wraithlord's strength to a maximum of 10 and allows him to re-roll all 1 to hit rolls. Wraithglaive – A glaive fitted to match the Wraithlord's size. It is used to distract the enemies movements and to lay waste in his ranks at the same time. It lowers the enemy squad's WS by 1 and gives the Wraithlord a 6+ Invulnerable save and it is a two-handed weapon.

Armoury Crystal Targetting Matrix – One additional weapon is treated as a defensive weapon. Energy Field – A sophisticated field that lowers the strenght of even the mightiest of weapons. It lowers the strenght of all ranged weapons to 8 and ignores additional dices for penetration (fe. Caused by a melta weapon). It is always installed on the side and front parts of the vehicle.

Army List TROOPS Guardian Defenders Squad Squad Capacity: 10-20 Guardian Defenders – 7pts per model 0-1 Master of Defence - 20pts

Defender Master of the Defence Warlock

WS BS S T W I A Ld Sv 3 3 3 3 1 4 1 8 5+ 4 4

4 4

3 3 3 3

1 4 1 5

2 2

9 9

4+ 4+

Wargear: Shuriken Catapult Special Rules: Fleet of Foot; Split fire (if Master of the Defence is present) Character: Unit may be accompanied by a single Warlock for 30pts. See Warlock entry in HQ section for further information. Master of the Defence is armed with Shuriken Catapult with under-barelled Plasma Grenade Launcher. Options: Two Guardians must be upgraded to a weapon team with a heavy weapon platform, chosen from the following list: bright lance +30 points, Eldar missile Launcher +20 points, Scatter Laser +15 points, shuriken cannon +5 points, starcannon + 20 points. If squad numbers 20 Guardians, they may upgrade two other guardians to a heavy weapon team. Split Fire: Master of the Defence is an ultimate sentry and knows the weak points of his enemies. Each Heavy Weapon Team may fire at another target. In addition, all hits from Heavy Weapons are made with BS4. Transport: Guardian Defenders containing 12 models or less may be mounted in Wave Serpent.

Storm Guardian Squad Squad Capacity: 10-20 Storm Guardians – 7pts per model 0-1 Master of the Storm - 30pts

Storm Guardian Master of the Storm Warlock

WS BS S T W I A Ld Sv 3 3 3 3 1 4 1 8 5+ 4 4

4 3(4) 3 4 3 3

1 4 2 9 4+ 1 5 2 9 4+

Wargear: CCW, shuriken pistol and plasma grenades. Master of the Storm has got power weapon or chainsword and wrist-mounted Plasma grenade launcher. Special Rules: Fleet of Foot; The Aspect Warrior (if Master of the Storm is present) The Aspect Warrior: Master of the Storm is a former Aspect Warrior, who devoted his life to teaching people from his craftworld in an art of war. He is not allowed to wear his old aspect armour nor his helmet, but his skill is still the same as it was before. In addition, he was allowed to take his weapon of choice from his Shrine's Armoury. If he was a Striking Scorpion, he is normally equipped with chainsword (bonus to S is included in his profile); if he was a Howling Banshee, he (or she!) is equipped with power sword. Character: Unit may be accompanied by a single Warlock for 30pts. See Warlock entry in the HQ section for further information. Options: If Master of the Storm is present, for every 5 Storm Guardians, you may buy: – Chainsword for 5pts (if the Master's aspect is Striking Scorpion) – Power sword for 10pts (if the Master's aspect is Howling Banshee) – Flamer for 5pts (no matter the aspect) – Meltagun for 10pts (no matter the aspect) For every 10 Storm Guardians, you may buy: – Power Glove for +20pts – Executonier for +10pts Transport: Storm Guardians containing 12 models or less may be mounted in Wave Serpent.

Rangers Squad Capacity: 5-10 Rangers– 15pts per model

Ranger

WS BS S T W I A Ld Sv 3 4 3 3 1 4 2 8 5+

Wargear: Ranger Long rifle and Shuriken pistol, Frag Grenades Special Rules: Fleet of Foot, Masters of Stealth Options: Every Ranger can exchange his Long Rifle with CCW for no additional cost. For every five Rangers, one can exchange his CCW with power sword for +10pts. Additionaly, all Rangers can buy Haywire Grenades for +2pts each.

Dire Avengers Squad Capacity: 5-12 Dire Avengers. Each Dire Avenger costs 14 points.

Dire Avengers Exarch

WS BS S T W I A Ld Sv 4 4 3 3 1 5 1 9 4+ 5

5

4 3

2 6

3

10

3+

Wargear: Avenger Shuriken Catapult, Plasma Grenades Special Rules: Targeters; Bladestorm, Defend (only if Exarch is present); Noble warriors Options: Upgrade a single Dire Avengers to an Exarch for +50 points. He is armed with two wrist-mounted Shuriken Catapults. He may exchange one Shuriken Catapult with Power Glove for +15pts; He may exchange both Catapults with Power weapon and shimmershield for +15pts. Additionally, one Dire Avenger can buy a Power Sword for +10pts. For each four Dire Avengers you can buy one under-barelled Plasma Grenade Launcher for +5pts. Special Rules: Targeters – every Dire Avenger has got a targeter on his back. Before shooting you can check if the Dire Avengers squad has got range for shooting their Shuriken Catapults or Plasma Grenade Launchers. Transport – Dire Avengers can have a Falcon as their dedicated transport for +115pts if their squad numbers 6 or less models. The can choose Wave Serpent, if their squad numbers 12 or less models.

ELITES Wraithguard

Squad Capacity: 3-10 Wraithguard – 30pts per model

Wraithguard Warlock

WS BS S T W I A Ld Sv 4 4 5 6 1 4 1 10 3+ 4

4

3 3 1 5

2

9

4+

Wargear: Wraithcannon Special Rules: Wraith construct, Fearless, Wraithsight, Feel no Pain Wraith construct – Wraithguards are very versatile and reliable constructs. Every one of them contains a valuable spirit stone of a slain Eldar warrior. If Wraithguard is slain, it's spirit stone can be recovered and transferred into another shell. But sometimes a spirit's will to fight is so dense, that it can reverse the Wraithguard's „death”. To represent this trait, every Wraithguard, after being slain, may try to stand up to continue fighting. On a dice roll of 5+, it returns to battle. If it fails, it is removed from play as usual. This „power” is disabled if Wraithguard was slain by a weapon that ignores armour saves. Options: Every Wraithguard can exchange his Wraithcannon for a Wraithsword with no additional point cost. Each Wraithsword is a power weapon that adds +1A to his bearer. Transport: A unit containing of 5 or less wraithguard can be mounted in Wave Serpent. Remember, that a single Wraithguard counts as two models for the purpose of transport!

Howling Banshees Squad Capacity: 5-10 Banshees – 14pts per model

WS BS S T W I A Ld Sv Banshees 4 4 3 3 1 5 1 9 4+ Exarch

5

5

4 3

2 6

3

10

3+

Wargear: Power Weapon and Shuriken pistol, Banshee mask Special Rules: Fleet of Foot, unit led by Exarch gains Furious Charge & Acrobatic. Options: Upgrade a single Banshee to Exarch for +50 points. Exarch may replace her shuriken pistol for W-M PGL for no points, Triskele at +5 pts , exchange power weapon to Executonier for +10 points or both to Mirrorswords (power weapon, doubles bearer's attacks before modifiers, re-roll to hit rolls) for +20 pts. Transport: A unit of Banshees containing 10 models or less may be mounted in Wave Serpent.

Striking Scorpions Squad Capacity: 5-10 Scorpions – 14pts per model

WS BS S T W I A Ld Sv Scorpions 4 4 4 3 1 5 1 9 3+ Exarch

5

5

4 3

2 6

3 10 3+

Wargear: CCW and Shuriken pistol, Mandiblasters Special Rules: Camouflage, unit led by Exarch gains Counter Charge; Stealth & Scout. Camouflage - +1 to cover save when in cover. Gives them also 6+ cover save in open terrain Options: Upgrade a single Scorpion to Exarch for +50 points.. Exarch may replace her/his shuriken pistol to Scorpions Claw per +15 points; exchange close combat weapon to Bitting Blade for +5 points or both to Chainsabres for +10 points. Transport: A unit of Striking Scorpions containing 10 models or less may be mounted in Wave Serpent.

Fast Attack Warp Spiders Squad Capacity: 5-10 Warp Spiders – 20pts per model

Spiders Exarch

WS BS S T W I A Ld Sv 4 4 3 3 1 5 1 9 3+ 5

5

4 3

2 6

3

10

3+

Wargear: Warp Jump Generator; Death Spinner; Spider's Chelicerae; Haywire Grenades Special Rules: Warp Jump, Perfect Deep Strike Options: One Warp Spider can be upgraded to an Exarch for +50pts. Exarch can buy additional death spinner for +5pts. He can also upgrade his blades into power blades for +10pts. He can also exchange his death spinners with a spinneret rifle for +5pts. Perfect Deep Strike – Perfect Teleportation: while Deep Striking, roll 3D6 to see how far the unit Scatters and choose any two dice you like. Spider's Chelicerae – Warp Spider Exarch is armed with two poisoned blades, that always wound on a roll of 4+ regardless of the enemy's Toughness value.

Swooping Hawks

Squad Capacity: 5-10 Swooping Hawks– 17pts per model

Hawks Exarch

WS BS S T W I A Ld Sv 4 4 3 3 1 5 1 9 4+ 5

5

4 3

2 6

3

10

3+

Wargear: Hawk's Wings, Lasblaster, CCW and Laspistol. Exarch is armed with Power Weapon and laspistol. All Swooping Hawks have grenade packs. Special Rules: Fleet, Skyleap, Intercept; Sustained Assault (Exarch only) - for every Close Combat hit Exarch gains additional attack, keep rolling to hit until there are no hitting attacks, all hits scored till this moment are proper hits and roll to wound for each Options: Single Hawk may be upgraded to an Exarch for +50 pts. Exarch may exchange his Shuriken pistol with W-M PGL for +5 ponits; replace his lasblaster with Hawk's Talon for +15 points, Sunrifle for +15; replace Close Combat Weapon with Power Weapon for +10 points. Two other Hawks can exchange their lasblasters with flamers for +8pts. One Hawk can exchange his CCW for power weapon for +10pts. Swooping Hawks Grenade pack: It's a Large Blast template weapon with S4AP5. Every additional 2 Swooping Hawks from the minimum 5 gives +1S to the pack's strength. For example, a Unit of 10 Swooping Hawks will deploy a Large blast template with strenght equal to 6 – giving S6AP5 Large Blast.

Vypers

Vyper

Front Armor 10

Side Armor 10

Rear Armor 10

BS 3

Squadron: 1-3 Vypers. One Vyper costs 50pts. Type: Fast, Skimmer, Open-Topped Special Rules: Skilled Riders, Scout Wargear: The Vyper is armed with twin-linked shuriken catapults and a single weapon chosen from the following list: EML at +15pts; Scatter Laser at +10pts; Starcannon at +15pts; brightlance at +20pts; Shuriken Cannon for +5pts. Options: Shuriken Catapults can be exchanged for a Shuriken Cannon for +5pts. Vyper may be upgraded with Spirit Stones for +5pts; Crystal Targetting Matrix for +5pts. Skilled Raiders – as in the Rulebook

HEAVY SUPPORT Dark Reapers

Squad Capacity: 3-5 Reapers – 26pts per model

Reapers Exarch

WS BS S T W I A Ld Sv 4 4 3 3 1 5 1 9 3+ 5

6

4 3

2 6

2 10 2+

Wargear: Reaper Launcher Special Rules: Stabilisers; Crack Shot, Fast Shot (if Exarch is present). Stabilisers – Each Dark Reapers has a sophisticated set of stabilisers in his power armour. This grants them an ability to move and shoot normally, but with lowered BS to 3. Additionally, the must roll a d6 for moving, as in difficult terrain. This rule doesn't apply to the Exarch – he may move and shoot freely. Options: Upgrade a single Reaper to Exarch for +50 points.. Exarch may replace her/his Reaper Launcher for Tempest Launcher for +20pts; EML for +10pts; Ancient Shuriken Cannon for +25. Dedicated Transport – Dark Reapers can have a Falcon as their dedicated transport for +115pts.

Wraithlord Wraithlord

WS BS S T W I A Ld Sv 4 4 8 8 4 5 3 10 3+

Unit Type: Monstrous Creature Cost: 160 points Special Rules: Wraithconstruct, Wraithsight, Monstrous Creature, Warrior Within Warrior Within – each Wraithlord consists of a soul of a fallen mighty warrior. Each spirit was a diffrent Aspect Warrior: liked diffrent styles of fighting, diffrent weapons. To represent this, before taking the Wraithlord you must choose which aspect he represents. These are sorted to two diffrent groups – close combat and range combat centred: Close combat: – Striking Scorpion - +1A, +1WS – Howling Banshee - +1I, +1WS – Swooping Hawk - +d6 assault movement, +1WS – Shining Spear - +1S, +1WS Range Combat – Dark Reaper - +2BS – Warp Spider - +1I, +d6 movement – Dire Avenger - +1WS, +1BS – Fire Dragon - +1S, +1BS Close combat Wraithlord cannot take any ranged weapon, but can take two support weapons. He can take two close-combat weapons, but cannot mix them. Ranged combat Wraithlord can take two ranged weapons and one support weapon. He cannot take any of the close-combat weapons.

Options: Ranged Weapons (taking two same weapons doesn't count as twin-linked): – Scatter Laser +10pts – Brightlance +25pts – EML + 20pts – Starcannon +25pts Close combat weapons – Wraithsword +10pts – Wraith zweihander +15pts – Wraithgleaive - +20pts

Support Weapons – Flamer – free – Shuriken Cannon – 5pts – Dragon's Breath Flamer – 10pts – Flechette gun – 10pts – Fusion Pikes – 20pts

Fire Prism Grav Tank

Fire Prism

Front Armor 12

Side Armor 12

Rear Armor 10

BS 4

Squadron: 1-3 Fire Prisms, each one 125pts. Type: Fast, Skimmer Special Rules: Diamond-Hard Crystal, Fire Focus Diamond-Hard Crystal: Prism's main weapon is immune to first Weapon Destroyed result. Fire Focus: Exactly as in the Codex: Eldar.

Options: Shuriken Catapults can be exchanged for a Shuriken Cannon for +5pts. Fire Prism can be upgraded with Spirit Stones for +10pts; Vectored Engines +20pts; Star Engines +15pts; Holo-Fields +25pts; Energy Field +25pts.

HQ Farseer - 80pts. Farseer

WS BS S T W I A Ld Sv 5 5 3 3 3 5 2 10 4+

Wargear: Witchblade, Ghosthelm, Shuriken Pistol, rune armour (4+ invulnerable save) Special Rules: Independent Character, Fleet of Foot, Psychic Powers Options: Farseer can exchange his/her Witchblade with Seerstaff for +20pts or with Singing Spear for +5pts. He can buy Spirit Stones for additional +15pts; Runes of Warding for +15pts; Runes of Witnessing for +10pts. He can also ride to battle on a jetbike for +30pts. Seerstaff – a highly potent staff, made from wraithbone. It is somehow a conductor between the warp and the Farseer. It also raises his potential, making him one of the deadliest psykers in the galaxy. For all purposes, Seerstaff is a Force Weapon. In addition, Farseer may re-roll failed psychic test roll once per turn. Eldritch Storm – This power is cast in a shooting phase. Choose a unit or a vehicle 18” in the Farseer's line of sight. If he passes the Psychic test, place a marker under the target. If it is an infantry squad, it is hit with 2d6+X (X as being the number of models in the squad) S4AP- hits and must take a Pinning test. If it is a vehicle, roll a 2d6+4 for armour penetration. Roll a scatter dice to know which side of the vehicle is hit. Additionaly, it is spun in the direction chosen by the scatter dice. If you roll a hit, you may choose the direction and the vehicle is always hit on the rear. Monstrous creatures always receive d6+X (as X being the number of wounds which the MC has) S4AP- hits. Powers that can be bought by the Farseer: Doom – 20pts Eldritch Storm - 25pts

Fortune - 30pts Mind War - 15pts Guide – 20pts

Autarch - 50pts. Autarch

WS BS S T W I A Ld Sv 6 6 4 3 3 6 3 10 3+

Wargear: Close Combat Weapon, Shuriken Pistol, Plasma Grenades, Haywire Grenades, Autarch Armour (3+ armour save, 4+ invulnerable save) Special Rules: Independent Character, Fleet of Foot, Master Strategist, Warrior Born Options: Autarch can exchange his CCW for one of these weapons: – Power Sword for +10pts – Chainsword +5pts – Power Glove + 20pts – Web of Skulls +15pts – Starlance (Jetbike or Vyper only) + 20pts – Autarch can buy one of these weapons: – Fusion Gun +10pts – Reaper Launcher +10pts – Death spinner +5pts – Shuriken Catapult for +2pts – Lasblaster for +4pts Autarch can additionally buy one of these: – Banshee mask +4pts – Mandiblasters +10pts And one of these: – Warp Jump generator +15pts – Swooping Hawk wings +10pts – Eldar jetbike +25pts – Vyper chariot +35pts

Master Strategist – Eldar player adds +1 to his reserve rolls. In addition, at the beginning of the Eldar turn, after deploying forces on the table, he may choose one unit or vehicle to change its placement.

0-1 Seer Council Seer Council can only be chosen, if the Farseer or ArchFarseer are present on the battlefield. Squad: 3-15 Warlocks, 30pts each.

WS BS S T W I A Ld Sv Warlock

4

4

3 3

1 5 2

9

4+

Wargear: Witchblade, Shuriken Pistol, Plasma Grenades Special Rules: Fleet of Foot; Psychic Amplifiers, Psychic Powers Options: Every Warlock can exchange his Witchblade with Singing Spear for +5pts. For every 5 Warlocks one can exchange its Shuriken Pistol with Fusion Pistol. Every Warlock can choose one psychic power listed here. Note, that they don't need to roll for a psychic test – these powers always work. Destructor for +10pts – An S5AP4 Assault 1 flamer-based template attack. Embolden for +5pts – Re-roll failed leadership, psychic or morale checks. Conceal for +15pts – Gives the Warlock and his squad 5+ cover save. Enhance for +15pts – Gives the Warlock and his squad +1I and +1WS. Psychic Amplifiers – Every time the Farseer, or Arch-Farseer, use their powers, Warlocks may amplify them by rolling for a psychic test. If the pass, the maximal range of the power increases with inches equal to the number of Warlocks in the Seer Council. If they fall, the power is nullfilled and they suffer from D3 Perils of the Warp. This power also affects the Eldritch Storm power, but in addition to increased range, every 3 Warlocks give +1 to its strength and every 5 Warlocks lower the AP by 1. For example, seer council consisting of 10 Warlocks will unleash, along with the Farseer, an Eldritch Storm with Strength of 7 and with AP equal to 3 at range of 34”.

The Avatar of Khaine Khaela Mensha Khaine, The Destroyer, The Reaper, The Bloody Handed God, The Wailing Death

"By my bloody hand the enemy shall not live past this day."

Avatar of Khaine

WS BS S T W I A Ld Sv 10 10 6 6 5 9 5 10 2+

Unit Type: Monstrous Creature (Unique) Cost: 270 points Special Rules: Molten Body, Fearless, Inspiring, Daemon (4+ Invulnerable save), The Wailing Doom, Eternal Warrior Molten Body – He is immune to all flame and melta-based weapons. This includes Incinerator, Burna, Scorcha, Fusion Gun, etc. In additional, all enemy and friendly units that are in base contact with Avatar and have armour save worse than 4+ suffer from S3AP5 D3 hits per assault turn. Inspiring – All Eldar units in a range of 12” are fearless and receive a Preferred Enemy special rule. Options: Avatar of Khaine is a fearsome warrior, but he doesn't only rely on his martial skills. He may choose one of these three powers for free: Fiery Breath – It is a flamer-based attack. Place a flamer template on a squad or unit you wish to attack. It receives a S5AP2 hit, basing on how many models the template touched. In addition, till the next Eldar turn the Avatar counts as having Frag Grenades. Hecatomb – Place a Large Blast template centered on the Avatar. All models under the template suffer D3 S5AP2 hits. Until the next Eldar turn the Avatar counts as a model with Defensive Grenades. Gaze of Flames – All units wishing to assault the Avatar must take a leadership test. If they fail, their attacks are reduced by 2, to a minimum of one.

The Many Shapes of The Mighty Wailing Doom The Spear of Khaine A mighty and potent weapon. Embodiments the power of Khaine as a unreeling hunter, who always gets his prey. The Spear of Khaine gives his ruler a power to throw it into enemies from vast distances. When this shape is chosen, Avatar can throw it at a distance of 24”. It has the following profile: S10AP1, Lance 1 Note that the Avatar cannot charge after throwing his spear. It must return to him, obviously. In close combat, The Spear of Khaine is treated as a two-handed weapon. It doesn't confers any bonuses, either.

The Sword of Khaine, Wailing Doom A fierce and fearsome weapon. Original form of the Wailing Doom, thought and said to be forged by the god of forges, Vaul. Although his fate is unknown today, his greatest work still fights. The Sword of Khaine is a great weapon for killing any opponent. A strike from it can cut a Land Raider with ease, not to say a petty Space Marines trying to approach the Avatar. The Sword of Khaine is a single-handed weapon that gives the Avatar +2 attacks when charging, instead of the normal +1.

The Axe of Khaine, Sledgehammer of the Gods The last, but not least, form of the fearsome Wailing Doom. This embodiment of the Wailing Doom is a bane of all vehicles across the galaxy. It is the only weapon, that can cut off pieces from the monolith as easily as turn Land Raider to shreds. In addition, the Avatar becomes even stronger. The Axe of Khaine causes Instant Death, no matter the Toughness value, but it always strikes with an Initiative 4. It also ignores the Monolith's „Living Metal” special rule.

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