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Eldar 1000 PDF

This 1000 point Warhammer 40k army list includes: 1) A Battalion detachment of Craftworld Saim-Hann with a warlord Farseer and two Warlocks. 2) The Farseer has psychic powers of Doom and Fortune, and is equipped with a singing spear. 3) Each Warlock has the psychic power of Conceal/Reveal or Protect/Jinx, and is armed with a shuriken pistol and witchblade. 4) The list utilizes the Saim-Hann craftworld trait of re-rolling charges and heavy weapon shots for bikers when moving.

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0% found this document useful (0 votes)
155 views10 pages

Eldar 1000 PDF

This 1000 point Warhammer 40k army list includes: 1) A Battalion detachment of Craftworld Saim-Hann with a warlord Farseer and two Warlocks. 2) The Farseer has psychic powers of Doom and Fortune, and is equipped with a singing spear. 3) Each Warlock has the psychic power of Conceal/Reveal or Protect/Jinx, and is armed with a shuriken pistol and witchblade. 4) The list utilizes the Saim-Hann craftworld trait of re-rolling charges and heavy weapon shots for bikers when moving.

Uploaded by

Evan Thomas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1000pts (Warhammer 40,000 8th Edition) [56 PL, 3CP, 998pts]

Battalion Detachment +5CP (Aeldari - Craftworlds) [56 PL, 3CP, 998pts]


No Force Org Slot [3CP]

Battle-forged CP [3CP]
Categories: N F O S

Craftworld Attribute
Selections: Saim-Hann: Wild Host
Categories: F : <C >, F :A ,N F O S
Abilities: Saim-Hann: Wild Host

Abilities Description Ref

Saim-Hann: You can re-roll failed charge rolls for units with this attribute. In addition, BIKER units with this attribute do
Wild Host not suffer the penalty to their hit rolls for moving and firing heavy weapons.

HQ [10 PL, 225pts]


Farseer [6 PL, 115pts]
Selections: 2. Doom, 3. Fortune, 6: Seer of the Shifting Vector, Craftworlds Warlord, Faolchu's Wing, Shuriken Pistol, Singing Spear
[5pts]
Categories: F : <C >, F :A ,F :A ,C ,F , HQ, I ,P ,F :
W
Abilities: 6: Seer of the Shifting Vector, Ancient Doom, Battle Focus, Ghosthelm, Rune Armour, Runes of the Farseer, Psychic Power:
Doom, Fortune, Smite, Psyker: Psyker (Farseer), Unit: Farseer, Weapon: Shuriken Pistol, Singing Spear (melee), Singing Spear
(shooting)

Abilities Description Ref

6: Seer of the
Once per battle round, you can re-roll a single hit roll, wound roll, save roll, Psychic test or Deny The Witch
Shifting
test made for your Warlord.
Vector

You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a
Ancient
SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH
Doom
units.

If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if
Battle Focus
the unit had remained stationary.

Faolchu's
INFANTRY model only. The bearer of Faolchu's Wing has a Move characteristic of 12" and can FLY.
Wing

Roll a D6 whenever this model suffers a mortal wound, adding 3 to the roll if the mortal wound was
Ghosthelm
inflicted as a result of the psyker suffering Perils of the Warp. On a roll of 5+, that wound is ignored.

Rune Armour This model has a 4+ invulnerable save.

Runes of the Once in each Psychic phase, you can re-roll any number of dice used for this model's attempt to manifest
Farseer or deny a psychic power.

Psychic Warp
Range Details Ref
Power Charge

If manifested, choose an enemy unit within 24" of the psyker. You can re-roll failed wound
Doom 7 24"
rolls againt that unit until your next Psychic phase.

If manifested, choose a friendly ASURYANI unit within 24" of the psyker. Until your next
Psychic phase, whenever that unit suffers a wound, roll a D6. On a 5+ that wound is ignored.
Fortune 7 24" If a unit already has an ability with a similar effect (e.g. Ulthwe's Foresight of the Damned
attribute, or the Avatar of Khaine's Molten Body ability) then the effect of Fortune replaces
that of the ability until your next Psychic phase.

Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of
Smite 5 18" the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than
10 the target suffers D6 mortal wounds instead.

Psyker Cast Deny Powers Known Other Ref

Psyker (Farseer) 2 2 2 - Runes of Fate

Unit M WS BS S T W A Ld Save Ref

Farseer 7" 2+ 2+ 3 3 5 2 9 6+

Weapon Range Type S AP D Abilities Ref

Each time you make a wound roll of 6+ for this weapon, that hit is
Shuriken Pistol 12" Pistol 1 4 0 1
resolved with an AP of -3 instead of 0.

Singing Spear
Melee Melee User 0 D3 This weapon always wounds on a roll of 2+.
(melee)

Singing Spear Assault


12" 9 0 D3 This weapon always wounds on a roll of 2+.
(shooting) 1
Warlock [2 PL, 55pts]
Selections: 1. Conceal/Reveal, Shuriken Pistol, Witchblade
Categories: F : <C >, F :A ,F :A ,C , HQ, I ,P ,F :W ,
W
Abilities: Ancient Doom, Battle Focus, Rune Armour, Psychic Power: 1.1 Conceal, 1.2 Reveal, Smite/Destructor, Psyker: Psyker, Unit:
Warlock, Weapon: Shuriken Pistol, Witchblade

Abilities Description Ref

Ancient You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a
Doom SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.

Battle If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the
Focus unit had remained stationary.

Rune
This model has a 4+ invulnerable save.
Armour

Warp
Psychic Power Range Details Ref
Charge

Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18" of the
1.1 Conceal 6 18" psyker - your opponent must subtract 1 from all hit rolls for ranged weapons that
target that unit until your next Psychic phase.

Choose an enemy unit within 18" of the psyker - it does not gain any bonus to its
1.2 Reveal 6 18"
saving throws for being in cover until your next Psychic phase.

When this model manifests the Smite psychic power, it has a range of 9" rather than
Smite/Destructor 5 9"
18" and only deals a single mortal wound.

Psyker Cast Deny Powers Known Other Ref

Psyker 1 1 1 - Runes of Battle

Unit M WS BS S T W A Ld Save Ref

Warlock 7" 3+ 3+ 3 3 2 2 8 6+

Weapon Range Type S AP D Abilities Ref

Shuriken Pistol Each time you make a wound roll of 6+ for this weapon, that hit is
12" 4 0 1
Pistol 1 resolved with an AP of -3 instead of 0.

Witchblade Melee Melee User 0 D3 This weapon always wounds on a roll of 2+


Warlock [2 PL, 55pts]
Selections: 4. Protect/Jinx, Shuriken Pistol, Witchblade
Categories: F : <C >, F :A ,F :A ,C , HQ, I ,P ,F :W ,
W
Abilities: Ancient Doom, Battle Focus, Rune Armour, Psychic Power: 4.1 Protect, 4.2 Jinx, Smite/Destructor, Psyker: Psyker, Unit:
Warlock, Weapon: Shuriken Pistol, Witchblade

Abilities Description Ref

Ancient You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a
Doom SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.

Battle If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the
Focus unit had remained stationary.

Rune
This model has a 4+ invulnerable save.
Armour

Warp
Psychic Power Range Details Ref
Charge

Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18" of the
4.1 Protect 7 18"
psyker - add 1 to the saving throws made for that unit until your next Psychic phase.

Choose an enemy unit within 18" of the psyker - your opponent must subtract 1
4.2 Jinx 7 18"
from all saving throws made for that unit until your next Psychic phase.

When this model manifests the Smite psychic power, it has a range of 9" rather than
Smite/Destructor 5 9"
18" and only deals a single mortal wound.

Psyker Cast Deny Powers Known Other Ref

Psyker 1 1 1 - Runes of Battle

Unit M WS BS S T W A Ld Save Ref

Warlock 7" 3+ 3+ 3 3 2 2 8 6+

Weapon Range Type S AP D Abilities Ref

Shuriken Pistol Each time you make a wound roll of 6+ for this weapon, that hit is
12" 4 0 1
Pistol 1 resolved with an AP of -3 instead of 0.

Witchblade Melee Melee User 0 D3 This weapon always wounds on a roll of 2+

Troops [23 PL, 409pts]


Dire Avengers [6 PL, 121pts]
Categories: F : <C >, F :A ,F :A W ,F :A ,D A ,I ,
T
Abilities: Ancient Doom, Battle Focus, Defence Tactics

9x Dire Avenger [99pts]


Selections: 9x Avenger Shuriken Catapult [27pts]
Unit: Dire Avenger, Weapon: Avenger Shuriken Catapult, Plasma Grenade

Dire Avenger Exarch [22pts]


Selections: Shimmershield & Power Glaive [14pts]
Abilities: Battle Fortune, Shimmershield, Unit: Dire Avenger Exarch, Weapon: Plasma Grenade, Power Glaive

Abilities Description Ref

You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by
Ancient Doom a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any
SLAANESH units.

If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as
Battle Focus
if the unit had remained stationary.

Battle Fortune The Dire Avenger Exarch has a 4+ invulnerable save.

Defence
When this unit fires Overwatch, it hits successfully on a roll of 5 or 6, instead of only 6.
Tactics

Shimmershield A unit which includes a model with a shimmershield has a 5+ invulnerable save.

Unit M WS BS S T W A Ld Save Ref

Dire Avenger 7" 3+ 3+ 3 3 1 1 8 4+

Dire Avenger Exarch 7" 3+ 3+ 3 3 2 2 8 4+

Weapon Range Type S AP D Abilities Ref

Avenger Shuriken Assault Each time you make a wound roll of 6+ for this weapon, that hit is
18" 4 0 1
Catapult 2 resolved with an AP of -3 instead of 0.

Grenade
Plasma Grenade 6" 4 -1 1 -
D6

Power Glaive Melee Melee +1 -2 1 -


Dire Avengers [6 PL, 99pts]
Categories: F : <C >, F :A ,F :A W ,F :A ,D A ,I ,
T
Abilities: Ancient Doom, Battle Focus, Defence Tactics

7x Dire Avenger [77pts]


Selections: 7x Avenger Shuriken Catapult [21pts]
Unit: Dire Avenger, Weapon: Avenger Shuriken Catapult, Plasma Grenade

Dire Avenger Exarch [22pts]


Selections: Shimmershield & Power Glaive [14pts]
Abilities: Battle Fortune, Shimmershield, Unit: Dire Avenger Exarch, Weapon: Plasma Grenade, Power Glaive

Abilities Description Ref

You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by
Ancient Doom a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any
SLAANESH units.

If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as
Battle Focus
if the unit had remained stationary.

Battle Fortune The Dire Avenger Exarch has a 4+ invulnerable save.

Defence
When this unit fires Overwatch, it hits successfully on a roll of 5 or 6, instead of only 6.
Tactics

Shimmershield A unit which includes a model with a shimmershield has a 5+ invulnerable save.

Unit M WS BS S T W A Ld Save Ref

Dire Avenger 7" 3+ 3+ 3 3 1 1 8 4+

Dire Avenger Exarch 7" 3+ 3+ 3 3 2 2 8 4+

Weapon Range Type S AP D Abilities Ref

Avenger Shuriken Assault Each time you make a wound roll of 6+ for this weapon, that hit is
18" 4 0 1
Catapult 2 resolved with an AP of -3 instead of 0.

Grenade
Plasma Grenade 6" 4 -1 1 -
D6

Power Glaive Melee Melee +1 -2 1 -


Guardian Defenders [5 PL, 105pts]
Selections: 10x Guardian Defender [80pts]
Categories: F : <C >, F :A ,F :A ,I ,T ,F :W
Abilities: Ancient Doom, Battle Focus

Guardian Heavy Weapons Platform [25pts]


Selections: Bright Lance [20pts]
Categories: H W P ,A
Abilities: Crewed Weapon, Keywords: Heavy Weapon Platform - Keywords, Unit: Guardian Heavy Weapons Platform, Weapon:
Bright Lance

Abilities Description Ref

Ancient You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a
Doom SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.

Battle If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the
Focus unit had remained stationary.

A Heavy Weapon Platform can only fire its ranged weapon if a Guardian from this unit is within 3" and 'fires' it
Crewed
instead of shooting any of their own weapons. A single Guardian cannot operate multiple Heavy Weapon
Weapon
Platforms in this way in a single turn.

Keywords Keywords (Faction) Keywords (Basic) Ref

Heavy Weapon Platform - Aeldari, Asuryani, Warhost, Infantry, Artillery, Guardian, Heavy Weapons
Keywords <CRAFTWORLD> Platform

Unit M WS BS S T W A Ld Save Ref

Guardian Defender 7" 3+ 3+ 3 3 1 1 7 5+

Guardian Heavy Weapons Platform 7" 6+ 3+ 3 3 2 1 7 3+

Weapon Range Type S AP D Abilities Ref

Bright Lance 36" Heavy 1 8 -4 D6 -

Plasma Grenade
6" 4 -1 1 -
Grenade D6

Shuriken Assault Each time you make a wound roll of 6+ for this weapon, that hit is
12" 4 0 1
Catapult 2 resolved with an AP of -3 instead of 0.
Rangers [6 PL, 84pts]
Selections: 7x Ranger [84pts]
Categories: F : <C >, F :A ,F :A ,I ,R ,T ,F :W
Abilities: Ancient Doom, Appear Unbidden, Battle Focus, Cameleoline Cloaks

Abilities Description Ref

You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a
Ancient
SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH
Doom
units.

During deployment, you can set up this unit walking the winding paths of the webway instead of placing it
Appear
on the battlefield. At the end of any of your Movement phases, this unit can emerge from the webway – set
Unbidden
this unit up anywhere on the battlefield that is more than 9" away from any enemy models.

If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if
Battle Focus
the unit had remained stationary.

Cameleoline Your opponent must subract 1 from their hit rolls for ranged weapons that target this unit. In addition, add
Cloaks 2 instead of 1 to saving throws made for models from this unit that are in cover.

Unit M WS BS S T W A Ld Save Ref

Ranger 7" 3+ 3+ 3 3 1 1 7 5+

Weapon Range Type S AP D Abilities Ref

Ranger This weapon may target a CHARACTER even if it is not the closest enemy unit.
Heavy
Long 36" 4 0 1 Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound
1
Rifle in addition to any other damage.

Shuriken Pistol Each time you make a wound roll of 6+ for this weapon, that hit is resolved with
12" 4 0 1
Pistol 1 an AP of -3 instead of 0.

Elites [11 PL, 190pts]

Wraithguard [11 PL, 190pts]


Selections: Wraithcannon [75pts], 5x Wraithguard [115pts]
Categories: F : <C >, F :A ,F :A ,E ,I ,F :S H ,W ,
S H
Abilities: Ancient Doom, Implacable, Unit: Wraithguard, Weapon: Wraithcannon, Wraithguard Fists

Abilities Description Ref

You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a
Ancient
SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH
Doom
units.

Implacable This unit can Fall Back and still shoot in a turn that it does so.

Unit M WS BS S T W A Ld Save Ref

Wraithguard 5" 3+ 3+ 5 6 3 1 9 3+

Weapon Range Type S AP D Abilities Ref

Wraithcannon 12" Assault 1 10 -4 D6 -

Wraithguard Fists Melee Melee User -1 D3 -

Heavy Support [12 PL, 174pts]


War Walkers [4 PL, 67pts]
Categories: F : <C >, F :A ,F :A ,H S ,V ,W W ,F :
W

War Walker [4 PL, 67pts]


Selections: Aeldari Missile Launcher [20pts], Scatter Laser [7pts]
Abilities: Ancient Doom, Battle Focus, Explodes (War Walker), Power Field, Scout Vehicle, Unit: War Walker, Weapon: (AML)
Starshot Missile, (AML) Sunburst Missile, Scatter Laser

Abilities Description Ref

Ancient You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a
Doom SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.

Battle If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the
Focus unit had remained stationary.

Explodes
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and
(War
each unit within 3" suffers a mortal wound.
Walker)

Power
Models in this unit have a 5+ invulnerable save.
Field

During deployment, you can set up this unit on the enemy's flanks instead of placing it on the battlefield. At the
Scout
end of any of your Movement phases the unit can join battle - set it up so that all models in the unit are within
Vehicle
3" of a battlefield edge of your choice and more than 9" away from any enemy models.

Unit M WS BS S T W A Ld Save Ref

War Walker 10" 3+ 3+ 5 6 6 2 8 4+

Weapon Range Type S AP D Abilities Ref

(AML) Starshot Missile 48" Heavy 1 8 -2 D6 -

(AML) Sunburst Missile 48" Heavy D6 4 -1 1 -

Scatter Laser 36" Heavy 4 6 0 1 -

Wraithlord [8 PL, 107pts]


Selections: Flamer [6pts], Flamer [6pts], Shuriken Cannon [10pts]
Categories: F : <C >, F :A ,F :A ,H S ,M ,F :S H ,
W ,W C
Abilities: Ancient Doom, Unit: Wraithlord, Weapon: Flamer, Shuriken Cannon, Wraithbone Fists, Wound Track: Wraithlord 1., Wraithlord
2., Wraithlord 3.

Abilities Description Ref

Ancient You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a
Doom SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.

Unit M WS BS S T W A Ld Save Ref

Wraithlord * * * 7 8 10 4 9 3+

Weapon Range Type S AP D Abilities Ref

Assault
Flamer 8" 4 0 1 This weapon automatically hits its target.
D6

Shuriken Assault Each time you make a wound roll of 6+ for this weapon, that hit is
24" 6 0 1
Cannon 3 resolved with an AP of -3 instead of 0.

Wraithbone
Melee Melee User -3 3 -
Fists

Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref

Wraithlord 1. 6-10+ 8" 3+ 3+

Wraithlord 2. 3-5 7" 4+ 4+

Wraithlord 3. 1-2 6" 5+ 5+


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