Sei sulla pagina 1di 14

3/16/2012

Advanced Space Crusade &


Warhammer40k are copyright Commander Dante's
Games Workshop
Fan Made Force List

ELDAR
The Eldar are one of the most technologically advanced races in the galaxy, having surpassed needing
clunky computers and electronics. The Eldar make use of psychic networks and the captured spirits of fallen
Eldar to power their machines and enhance their troops. Just like the Imperium, the Eldar Craftworlds face the
problems of combating the menace of the Tyranid Hive Fleets. Lacking the protection and firepower of the
Adeptus Astartes' Terminator Squads, the Eldar use their great variety of Guardian and Aspect Warriors to deal
with the Tyranid threat & other enemies in a totally
unique way. FARSEERS
This article will cover full rules for using Farseers, (See Force List)
Warlocks, Wraithguard, Guardians, Harlequins, and
many Aspect Warrior Types in Advanced Space The most powerful seers of all are the Farseers, of
Crusade Games. Force Lists with detailed rules are which every craftworld has only very few. They do not
included in each section, as well as grouped together at normally wake, but spend their time in a state of
the end of the article for easy print-n-play convenience. trance, their spirits roaming at will through the
Wraithbone, directing the psycho-energy flow
throughout the entire Craftworld. Their visionary skills
enable the Eldar to avoid danges that beset
Craftworlds, exploring possible future paths that lie
ahead and determining how those paths may be
altered. Eldar Farseers do not normally fight in the
Eldar's Wars but in times of great need the Farseer's
incomparable powers will be employed.

Farseers cost 100 Points each and are armed


with either a Witchblade & Shuriken or Laspistol, OR
Singing Spear OR Power Sword & Shuriken or
Laspistol.

Farseers are Heroes has 3 Fate Points adds


+3 to the Eldar Player's roll for Extra Actions. Heroes
automatically Take Two Actions.

Farseers start the Assault with 1D + 25 Psi-


points, and have two psychic abilities: Eldritch Storm
and Mind War.
Warlocks
(See Force List)

Warlocks are powerful seers who once traveled Aspect


Warrior path, and have undergone the blood-rituals
required to understand not only the runes of war, but
also how to draw power from Eldar spirit stones and
shape Wraithbone.
For this reason Warlocks have a special bond with
Wraithguard spirit warriors, and help guide them in the
physical universe to reap destruction upon the Eldar's
enemies.
Warlocks carry a mighty Witchblade, which is covered
with sacred runes and can channel the Warlock's
psychic power into devastating force to cut down the
Warlock's foes. The Warlock may also use a special
psychic ability Embolden, which boosts the battle
prowess and ability of nearby Eldar allies.

Warlocks cost 50 Points each and are armed


with a Witchblade & Shuriken or Laspistol.

Warlocks are Heroes has 1 Fate Point adds


+2 to the Eldar Player's roll for Extra Actions. Heroes
automatically Take Two Actions.

Warlocks start the Assault with 1D + 20 Psi-


points, and have one psychic ability: Embolden.

Wraithguard
(See Force List)

Wraithguard are a living embodiment of long dead


Eldar spirits harnessed into spirit stones and encased
into powerful wraithbone bodies to live and fight once
more in defense of the Craftworld. Wraithguard slay
their foe with powerful wraithcannon that rend body
and spirit alike by tearing a split-second rift in the
universe and the warp itself.

Wraithguard cost 50 Points each and are


armed with a Wraithcannon. (See Force List).
WRAITHGUARD DAMAGE TABLE

D12 Result
1-4 The attack on the Wraithguard only results in a few pieces of its thick Wraithbone being
blown off. The Wraithguard is otherwise undamaged.

5-6 The Wraithguard is knocked to the ground by the attack but is unharmed. The Wraithguard
must stand up from Prone position before it can take any further action. Opponents gain
+4 to close combat against the Wraithguard while it is knocked down.

7-9 The Wraithguard is destroyed and should be removed from the board as usual.

10-12 The Wraithguard is destroyed and the spirit stone releases its energy into the warp with a
horrific moan. There is a chance that models nearby may be drawn into the warp with it.
Roll 1D12 for each model within 6 squares of the Wraithguard. On a 11 or 12 the model is
consumed by the warp and destroyed.
ELDAR GUARDIANS
(See Force List)

When the Eldar Craftworlds are threatened, or the Eldar


must take to the offensive to pre-empt their own
destruction, often the civilian population will be called
to arms to fight as Guardians. They are the rank-and-file
Eldar citizen who has not chosen a specialized warrior
path, but who is well-trained in martial discipline and
battlefield combat.
Guardians wear thermo-plastic mesh armor which
allows a fair degree of protection with unrestricted
mobility. Guardian weapons vary with their role, with a
range of firepower options from Las-weapons, to the
signature Eldar Shuriken weapons, to heavy weapons
like missile launchers. Their relatively high technology
of the Eldar allow even the basic citizen to emerge
victorious against the Craftworld's most dangerous
enemies so long as they are commanded well.

150 Points for 1 Guardian Squad Leader, 8


Guardian Troopers armed with Lasguns, and 1
Guardian Heavy Weapon Trooper.

200 Points for Guardian Squad Leader, 8


Guardian Troopers armed with Shuriken Catapults and
Shuriken Pistol, and 1 Guardian Heavy Weapon
Trooper.

Guardians carry an unlimited supply of frag and blind


grenades, in addition to their main armament. Squad
Leaders also carry melta grenades.
DIRE AVENGER
ASPECT WARRIORS
(See Force List)

Dire Avengers represent the Eldar War God as noble


and merciless warriors, devoted to protecting the
Craftworld and its inhabitants.

The most common Warrior Aspect, Dire Avengers are


descendant from the first Phoenix Lord. Avengers are
tactically flexible troops, capable of mounting stalwart
defenses or brutal assaults.

Dire Avengers are armed with, and masters of, their


deadly shruiken catapults. In their hands this already
lethal weapon becomes an instrument of death matched
by few opponents.

50 Points for 1 Dire Avenger Exarch armed


with either Shuriken Catapult & Shuriken Pistol OR
Diresword & Pistol OR Brightlance.
Dire Exarch has Shuriken Storm and Crack Shot
abilities.
(See Force List)

Exarchs are Heroes has 1 Fate Point adds +2


to the Eldar Player's roll for Extra Actions. Heroes
automatically Take Two Actions.

150 Points for 5 Dire Avengers armed with


Shuriken Catapult and Shuriken Pistols.
Dire Avengers have Shuriken Storm ability.
HOWLING BANSHEE
ASPECT WARRIORS
(See Force List)

The Banshee is a harbinger of woe and death in Eldar


mythology, whose cry is said to herald ill fate and can
even wrench a soul from its spirit stone.
Howling Banshees are swift and athletic storm troopers
who are deadliest in close combat. Their Banshee masks
contain psychosonic amplifiers that magnify their
keening battle screams into mind-destroying
shockwaves that can cripple the enemy before a single
blow is struck.

50 Points for 1 Howling Banshee Exarch armed


with either Power Sword & Shuriken Pistol OR Power
Axe & Shuriken Pistol OR Mirrorswords.
Banshee Exarch has War Shout and Banshee Mask
abilities.
(See Force List)

Exarchs are Heroes has 1 Fate Point adds +2


to the Eldar Player's roll for Extra Actions. Heroes
automatically Take Two Actions.

150 Points for 5 Howling Banshees armed with


Power Swords and Shuriken Pistols.
Howling Banshees have Banshee Mask ability.
FIRE DRAGON
ASPECT WARRIORS
(See Force List)

Fire Dragons personalities are as intensely heated as the


tips of their fusionguns which incinerate enemies into
nothing more than a wisp of vapor or molten slag.
Designed for assaulting the most heavily armored
targets, and to withstand withering hails of enemy fire,
Fire Dragons take the battle to the enemy, and take the
enemy to the scrap heap.

50 Points for 1 Fire Dragon Exarch armed


with either Fusion Gun & Shuriken Pistol
OR Firepike & Shuriken Pistol.
Dragon Exarch is Tough.

Exarchs are Heroes has 1 Fate Point adds +2


to the Eldar Player's roll for Extra Actions. Heroes
automatically Take Two Actions.

200 Points for 5 Fire Dragons armed with


Fusion Guns and Shuriken Pistols.

Fire Dragons carry an unlimited supply of melta


grenades that they use to blast through the toughest of
armored targets.
STRIKING SCORPION
ASPECT WARRIORS
(See Force List)

Stalking from the shadows, Striking Scorpions bring the


battle to the enemy and are the strongest Eldar aspect in
close combat. Their tough plate armor gives them
plenty of protection when brute forces is needed over
stealth, and their Scorpion Chainswords can make short
work of any poor creature that finds itself under the
blade.
Deadlier yet are the Striking Scorpions hidden
Mandiblasters which can cut an enemy down before the
first blow is struck. This hail of needles charged with an
excruciating laser-charged shock can fell even the most
horrific of the Scorpions' foes before the blade can do its
work.

50 Points for 1 Striking Scorpion Exarch armed


with either Chainsword & Shuriken Pistol
OR Biting Sword & Shuriken Pistol.
Scorpion Exarch has Mandiblaster & Stealth abilities.

Exarchs are Heroes has 1 Fate Point adds +2


to the Eldar Player's roll for Extra Actions. Heroes
automatically Take Two Actions.

150 Points for 5 Striking Scorpions armed with


Chainswords and Shuriken Pistols.
All Striking Scorpions have Mandiblaster ability.
DARK REAPER
ASPECT WARRIORS
(See Force List)

Dark Reapers combine heavy armor with heavy


firepower, all connected by a neuro-link within their
helms. Delivering the kiss of death from afar, these
most menacing of the Eldar aspects are highly trained
and prided on their accuracy and ability to efficiently
operate their complex equipment. Reaper Exarchs can
hit even fast moving enemies with pinpoint precision.
Using a variety of ammunition types gives Dark Reapers
the ability to bring destruction to their enemies in all
situations where they can line the foe up in their sights
and pull the trigger. Special training allows Reapers to
lay down a deadly salvo even against the enemies own
initiative.

50 Points for 1 Dark Reaper Exarch armed


with either Missile Launcher & Shuriken Pistol
OR Shuriken Cannon & Pistol OR Web of Skulls &
Shuriken Pistol.
Reaper Exarch has Range Finder & Crack Shot
abilities.

Exarchs are Heroes has 1 Fate Point adds +2


to the Eldar Player's roll for Extra Actions. Heroes
automatically Take Two Actions.

250 Points for 5 Dark Reapers armed with


Missile Launchers.
All Dark Reapers have Range Finder ability.
HARLEQUINS OF THE
LAUGHING GOD
(See Force List)

Eldar Harlequins turn life and death into art and


performance, as graceful as they are deadly, spinning
whirling and leaping in a Great Play in which their
opponents are cast in the losing parts.
Harlequins move between Craftworlds retelling the
ancient stories of time before The Fall. In battle, theirs is
the song of death for the enemy as each member of the
Troupe plays his role in defending the legacy of the
Eldar Harlequins and the will of the Laughing God.

50 Points for 1 Great Harlequin with Power


Sword & Pistol. Great Harlequin wears the Dread
Mask which paralyzes his enemies with fear.
Great Harlequin is a Hero has 3 Fate Points.
Heroes automatically Take Two Actions.

50 Points for 1 Harlequin Warlock/ShadowSeer


with Force Claw & Pistol. Warlock starts the Assault
with 1D+20 Psi-points.
Warlock has Veil of Tears psychic ability to shield his
troupe from the eyes of the enemy.
Harlequin Troupers are armed with a variety of
Harlequin Warlock is a Hero has 1 Fate Point. Heroes
weapons which include power weapons, and
automatically Take Two Actions.
shuriken or laspistols.
Troupe Leader may choose Harlequin's Kiss.
50 Points for 1 Harlequin Solitaire with
Neuro-disruptor & Harlequin's Kiss.
Harlequins do not use Extra Actions, but instead
Solitaire carries Hallucinogen grenades which sow
Solo as part of the Great Play. Only one
confusion and reduce the enemy's ability to react.
Harlequin per turn may Solo, granting that
Harlequin Solitaire is a Hero has 1 Fate Point. Heroes
Harlequin the equivalent of a extra action. No
automatically Take Two Actions.
Harlequin may Solo in consecutive turns.

150 Points for Small Troupe 1 Troupe Leader, 4


Harlequins have Close Assault Defense,
Harlequins.
granting them a free facing toward any close
combat attack.
200 Points for Large Troupe 1 Troupe Leader, 6
Harlequins, 1 Death Jester. Death Jester may choose
A Harlequin may Leap over 1 square that is
Shuriken Cannon or Shrieker Cannon.
occupied by an unmaneuverable model, enemy,
or obstacle, retaining its facing when landing.
250 Points for Great Troupe 1 Troupe Leader, 8
Harlequins, 2 Death Jesters. Death Jester may choose
Harlequins may enter Deathdance, permitting a
Shuriken Cannon or Shrieker Cannon.
free follow-up / facing & close combat attack
adding +1 to the dice roll until the Harlequin
draws, loses, runs out of enemies, or is killed.
ELDAR RULES AND INFORMATION

Pistols: Many Eldar troops carry either a shuriken or laspistol as either a primary or secondary weapon.
Those units that carry a different primary weapon may only have pistols reflected in their close combat
scores UNLESS their primary weapon runs out of ammo! Then that unit/model may resort to its pistol with
with appropriate statistics for unit's pistol type until it has a chance to reload its primary and preferred weapon.

Heroes: Refer to the Advanced Space Crusade manual for details on Heroes such as Takes Two Actions.

Abilities: Refer to Force Lists for details on unit abilities.


WRAITHGUARD DAMAGE TABLE

D12 Result
1-4 The attack on the Wraithguard only results in a few pieces of its thick Wraithbone being
blown off. The Wraithguard is otherwise undamaged.

5-6 The Wraithguard is knocked to the ground by the attack but is unharmed. The Wraithguard
must stand up from Prone position before it can take any further action. Opponents gain
+4 to close combat against the Wraithguard while it is knocked down.

7-9 The Wraithguard is destroyed and should be removed from the board as usual.

10-12 The Wraithguard is destroyed and the spirit stone releases its energy into the warp with a
horrific moan. There is a chance that models nearby may be drawn into the warp with it.
Roll 1D12 for each model within 6 squares of the Wraithguard. On a 11 or 12 the model is
consumed by the warp and destroyed.

Potrebbero piacerti anche