Site hosted by Angelfire.com: Build your free website today!

Eldar Units

The rules for Eldar in the game

Movement

Eldar have 6 action points each.

·        1 square forwards                 1 point

·        1 square backwards             1 point

·        1 square sideways                1 point

·        Turn 90°                             0 point

·        Turn 180°                           1 point

·        Set Overwatch                    2 points

·        Assume Defensive stance     2 points

·        Close Assault                       1 point

·        Open/close door                  1 point

·        Leap                                    2 points

·        Death Dance                        3 points

 

Leap

Eldar can leap any single obstacle (except an enemy model), as long as the next square on is empty. He is placed on the same facing as when he first started the jump.

 

Combat

Ghost Warrior                                      1d6-1

Great Harlequin                                     +1

Power Glove/Axe                                 +1

Power Sword/Chainsword                    +1

Harlequins Kiss                                    +2

Death Dance                                        +1

Defence Stance                                    +1

Shuriken pistol                                     +1 per pistol

 

Death Dance

Death Dance is a special manoeuvre that costs 3 to activate. The Eldar will attack any model in contact with him. If he kills that opponent he instantly moves forward to fill his place. If another enemy is in combat with the Eldar he will attack again. This will continue until the Eldar is killed, draws in combat or there are no more enemies in contact with the Eldar. The Eldar gains +1 in combat when doing a Death Dance.

 

Defensive Stance

It costs 2 AP’s to enter a defensive stance, ANY movement will break this Defensive stance (like an overwatch), but it is continuous into preceding rounds (unlike an overwatch). The Eldar will gain a +1 on all combat rolls when in a defensive stance., however he only gains this bonus if attacked from the sides or front.

 

Turn to Face

Eldar will always turn to face an enemy (unless played not to), it costs nothing in Action points and is automatic but it does cost the Eldar his Overwatch or Defensive stance.

 

Weapons

 

Shuriken Pistol

Has a Range of 12 only, requiring a 6 to kill (4+ for Hybrids), it has a restraining fire bonus. However Eldar can use 2 of them. It still costs only 1 to fire (if one or two pistols), having two pistols allows you to roll 2 dice. It can Overwatch and gives a +1 per pistol in combat.

 

Shuriken Cannon

Unlimited range, costing 1 AP to fire. Shuriken Cannon users roll 2 dice and kill on a 5,6 (destroying bulk heads on a 6, Hybrids on 3+). Shuriken Cannons do receive a restraining fire bonus, but will jam on any double rolled (even on a standard shot, not just Overwatch).

 

Power Sword, Chain Sword

Allows a +1 in combat when Eldar use them, as they are masters of sword fighting, it also allows them to parry.

 

Power Axe

As for the Power Sword, but Power Axes cannot be used to parry with. Doors can be smashed down for 1 AP and 2 AP for a bulkhead. Doors are smashed automatically.

 

Harlequins Kiss

A needle wire close combat gun, that grants the owner a +2 in combat. After killing an opponent there is a 1 in 6 chance that the gun becomes entangled (treat as a Jam). It can be used in a defensive stance but because it is a slow heavy weapon it cannot be used in Death Dance.

 

Line of Sight and Overwatch

Exactly the same as Terminators.

 

Command Points

Eldar do not have command points, so enemies can not walk through their Overwatches. However, Eldar have a solo phase, once per turn a single Eldar can have a additional 3 AP on his phase only as long as he attacks in combat during that phase. These points cannot be stored, and must be spent in the Eldar’s go.

 

Timer

30 seconds

1 command figure 1 minute 30 seconds

+30 seconds per Troupe leader and Great Harlequin.

 

Note that Great Harlequins do not give an additional 30 seconds as a Terminator Captains has.