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This section describes the rules for the ancient equipment and the weapons used by the Eldar Exodites. These rules here tend to be more detailed than those in the Warhammer 40,000 rulebook and supersede them if they are different.
Blast Carbine, Plasma Carbine, Psychic Carbine, Web Carbine: Carbines are a sub-class of two-handed weapon favoured particularly by Exodite cavalry. The statistics for each type of weapon are given in the Exodite Weapons Summary. Carbines are two-handed, but are treated as one-handed for the purposes of taking weapons; so, a cavalry character may take a Carbine and either a two-handed or a one-handed weapon. However, a character may not have two two-handed ranged weapons. He does not gain an additional attack for being armed with two close combat weapons.
Brightlance: The brightlance is used by the Eldar to destroy heavily armoured targets, using a highly focused beam of laser energy. A brightlance has the profile below. In addition, a brightlance treats any armour value higher than 12 as 12.
Rng: 36” S: 8 AP: 2 Assault 1
Exodite Blast Pistol: A pistol form of the Blast Carbine, this is an ancient weapon replaced on the Craftworlds with the more powerful shuriken pistol. The Exodites, who don’t have these weapons, still favour this for close combat troops.
Rng: 12” S: 3 AP: 6 Pistol
Fusion Gun: The fusion gun is a melta-weapon, most commonly seen carried by the Fire Dragon Aspect Warriors of the Craftworld Eldar, but also found elsewhere. It has the following profile. In addition, as a melta weapon a fusion gun rolls 2D6+Strength for armour penetration when fired at half range (6").
Rng: 12” S: 6 AP: 1 Asault 1
Ghosthelm: A model wearing a Ghosthelm that suffers an attack from the Perils of the Warp while making a psychic test ignores the attack on a D6 roll of 4+. In addition, any Daemon that is fighting the model halves its own WS (rounding up) in close combat.
Haywire Grenades: The Eldar use haywire grenades for disabling enemy vehicles. A haywire grenade sends out a powerful, short-range electromagnetic pulse which shorts out electrical wiring and disrupts the energy systems of its target. Haywire grenades may only be used against vehicles. A model attacking with a haywire grenade may only make a single attack, regardless of their Attacks characteristic or whether they charged. If the attack hits, roll a dice to determine the effect of the haywire grenade: 1= no effect, 2-5= glancing hit, 6= penetrating hit. A haywire grenade may only be used against a Dreadnought if it has already been immobilised.
Laser Lance: A Laser Lance is used to deliver an intense short ranged laser blast while charging into close combat. Exodites using all kinds of Lances to herd the different Megasaurs of the maiden worlds. The Lance is fired when charging into combat and is worked out just before you move them into close combat. It is fired against the same unit the Exodites are charging that turn and any casualties counts toward the combat resolution for that turn. All normal shooting rules apply, such as roll to hit, saves for cover and so on. In addition, the Laser lance gives S5 in hand-to-hand combat.
Rng: - S: 5 AP: 5 Assault 1
Salamander: Exodites sometimes take smaller Dragons called Salamanders into battle. These are vicious predators with razor-sharp fangs or a poisonous bite. These Salamanders are specially bred and trained to accompany an Exodite character and attack any enemy on command. The Salamander must remain within 2” (4” for Raptor Knight Leader Salamander) of the character at all times and move at the same rate as the character. The Salamander benefits from all the special rules that are used for the units of the character he accompanies. E.g. a Salamander that is accompanying a Raptor Knight Leader uses the Scout, Raptor movement, Cameleoline and Dispersed Formation rules of the Raptors. Note that a character using a Pterosaur as a mount may not be accompanied by a Salamander. Salamanders have the following characteristics:
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WS
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BS
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S
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LD
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Sv
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Salamander
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3
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3
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1
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6+
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Neuro Disruptor: A neuro-disruptor uses intricate psycho-crystalline circuitry to emit a wave of particles that disrupt the brain's neural pathways, turning the target into a drooling imbecile or killing them outright. The neuro-disruptor uses the flame template and is fired like any other flame weapon. However, do not roll to wound as normal. The neuro-disruptor has a Strength of 8, but rather than using the targets' Toughness values, their Leadership is used. Other than this, the To Wound chart is used as normal. For example, a Leadership 9 model is wounded on a 5+. A roll of a 1 always fails to inflict a wound. Against vehicles, roll a D3 on the glancing hits table as the crew's brains are partially protected by the vehicle's armour.
Rng: Flame S: (8) AP: 1 Assault 1
Plasma Grenades: Rather than the crude fragmentation grenades used by other races, the Exodites employ advanced plasma grenades to stun their enemies when they charge into close combat. Plasma grenades negate the effect of cover in close combat, so that all attacks are worked out in Initiative order.
Powerblades: Powerblades are fitted to the forearm or sometimes to the legs when riding a mount, enabling the user to use both hands freely. A well trained warrior can use sweeping strikes with the powerblades in addition to their other weapons. A model equipped with powerblades gets +1 Attack. This can be in addition to +1 Attack for being armed with two other close combat weapons for a total of +2 Attacks. A model with powerblades ignores armour saves. If combined with another close combat weapon you may only use the special rules for one close combat weapon, though you still gain +1 attack for a second close combat weapon.
Psychic Carbine / Blaster: The Psychic Carbine or Psychic Blaster - originally developed as the Psychic Lance to pacify Megasaurs - uses a short burst of psychic energy directed through a crystal mounted on a carbine like storage device. The resonance set up in the crystal acts to wipe aggressive instincts from creatures in the area of effect. The Psychic Carbine uses the flame template and is fired like any other flame weapon. However, do not roll to wound as normal. It has a Strength of 8, but rather than using the targets' Toughness values, their Leadership is used. Other than this, the To Wound chart is used as normal. For example, a Leadership 9 model is effected on a 5+. A roll of a 1 always fails to cause an effect. If at least one model is effected the unit has to pass a pinning test. For any additional model effected after the first the Leadership value is reduced by one. E.g. a Space Marine unit with 3 models effected has to test against 6. Note that the effect of a Tyranid Synapse creature will be overridden. Models that are fearless, mindless, Necrons or vehicles are unaffected by the effects of the psychic carbine.
Rng: Flame S: (8) AP: - Assault 1 (Causes pinning.)
Shock Lance: The shock lance is a heavier version of the laser lance, only usable by stronger or more heavily armoured troops. The laser energy released is more powerful, and at the range the weapon is fired from the laser light can cause temporary blindness and the force of the impact itself can even stun the target. A shock lance is fired exactly like a laser lance, with the improved profile below. In addition, a model wounded but not killed by a shock lance will be unable to fight in close combat that round. A model armed with a shock lance counts as having S6 in close combat.
Rng: n/a S: 6 AP: 5 Assault 1
Scatter Laser: The improved Eldar version of the multi laser that shoots D6 times instead of 3. Roll each time it fires.
Rng: 36” S: 6 AP: 6 Heavy D6
Singing Spear: The Singing Spear is a weapon used by the Visionaries, which can be thrown at enemies and returns to the users hand. It always wounds an opponent on 2+. Against a vehicle it has a Strength equal 3 times the users original, non improved strength and adds +1D6 for armour penetration. Any boost because of the psychic power improve are not used. The Spear can also be used in close combat but cannot be used with another weapon to gain +1 attack. A model may not throw the spear and use it in close combat in the same turn.
Rng: 12” S:spec. - AP: - Assault 1
Soulblade: These are ancient close combat weapons that come in a wide variety of types. A model armed with a soulblade may reroll any failed to wound rolls in close combat. No armour saves are allowed against a soulblade.
Spirit Field: This device projects a spiritual aura similar to the daemonic auras of warp creatures, derived from the energy of the World Spirit. A model with a spirit field treats his save as invulnerable.
Spirit Token: Many Visionaries carry or wear some sort of token, a wraithbone artefact taken from the World Spiit and taking one of a number of forms, including amulets, necklaces threaded with wraithbone shards, bracelets, rings, even decorations on their helmets. Others carry small pieces of wraithbone in pouches. These items serve as good-luck charms and are often associated with particular rituals and revered in their own right. However, they have a more practical purpose as repositories of spiritual energy which the Visionary can draw upon to further protect him from the perils of daemons and other hostile warp entities. A Visionary using a Spirit Token rolls 3 D6 and must use the lowest two rolls for all psychic test.
Spirit Stones: A Visionary can use the power of a spirit stone to use two different psychic powers in each turn instead of just one.
Starcannon: The starcannon is a highly advanced plasma weapon that uses a sophisticated electromagnetic pulse to guide the lethal plasma bolts to the target. Being that advanced the starcannon does not overheats on a to hit roll of 1.
Rng: 36” S: 6 AP: 2 Heavy 3
Star Lance: This weapon is a powerful plasma projector used by Exodite Barons on their Exo-Suits as a substitute for solid-projectile missile launchers. The plasma is forced through a magnetic ‘corridor’ towards its target, conveying roughly as much energy as an Imperial plasma cannon to a smaller target area and therefore with greater power. The firer can choose to collapse the corridor so that the plasma dissipates over a wider area. This typically causes little damage, but forces troops to keep their heads down.
Single shot Rng: 36” S: 9 AP: 2 Heavy 1 Blast Rng: 36” S: 4 AP: 5 Heavy 1 Blast (Causes pinning.)
Thermal Lance: The thermal lance is a melta weapon used by the Exodites. Most Craftworld Eldar favour the less powerful fusion gun, which is easier for infantry to carry and fire on the move, though the weapon’s origins are at least as old as that of the fusion gun and it is known from many Craftworlds. It has survived in use among the Exodites because it is as easy to use from dragonback as a fusion gun is for infantry. Like other melta weapons, the thermal lance rolls 2D6 and adds its strength for amour penetration when firing at half range (6” or less). A model with a thermal lance may use the weapon in close combat against a vehicle in the turn he assaults. In addition a model using a thermal lance in an assault against a vehicle may only make one attack (just like a model with meltabombs). A thermal lance and shock or laser lance can be carried by the same model in the same way as carbines.
Rng: 12” S: 7 AP: 1 Assault 1
Web Carbine – Web Guns (also commonly known as Webbers and used by the Exodites to catch smaller dragons) fire a compressed mass of thin silk-wire, produced by the giant spiders of the maiden worlds, at the target, which explodes into a large web on contact. An enemy model hit by a Web Carbine must roll under their natural unmodified Strength (a 6 always fails) or be entangled by the webbing. E.g. a Space Marine is not entangled on a roll of 1-3. Monstrous creatures and vehicles are unaffected by a Web Carbine. Place the model on it’s side. Models still webbed at the end of the game do not count towards enemy casualties for Victory Points as they are still very much alive. A squad with at least one model webbed counts as pinned. The unit recovers as normal at the end of its following turn and may act as normally. A squad falling back because of a failed break test with at least one model webbed halves the fall back distance rounding down.
Rng: 12” S: - AP: - Assault 1 (Causes pinning.)
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