Warhammer 40k Codex: Eldar Mercenaries
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Transcript of Warhammer 40k Codex: Eldar Mercenaries
{++Codex: Eldar Mercenaries++}
Special Rules
Eldar Agility: All Eldar Mercenaries are Fleet. In addition, instead of assaulting, an Eldar squad or
independent character may choose to move d3".
Infra-vision: All Eldar Mercenaries add 1d6 when spotting for night-fighting.
Mercenaries: This codex is designed to be used either standalone or as a supplement to another force.
Any army from Codices Imperial Guard, Eldar, Orks, or Space Marines may take choices from this codex.
However there will be some drawbacks as Eldar Mercenaries are bloodthirsty. First of all, in games
involving Kill Points, keep track of how many kill points Eldar Mercenary units rack up. At the end of the
game, roll 1d6 per kill point garnered. On a 5+, ignore that kill point. Also, in objective missions, if an
Eldar Mercenary unit ends the game on an objective, on a 5+ it is contested. If it was already contested,
on a 6+ the enemy controls it instead if it has a troops choice on it.
New equipment:
Displacement Field: -d3 Str to any incoming shots.
Digital Weapons: Only HQ choices may take Digital weapons, and up to 10 may be taken. Each digital
weapon may be either a laspistol, hand flamer, or needler. They may all be fired in the shooting phase but
the model may not use any other weapons besides the digital weapons. For example if a Mercenary
Commander has 3 Needler digital weapons and 2 Laspistol digital weapons but also a Heavy Shuriken
Catapult, it may fire all 5 of the digital weapons but not the Heavy Shuricat. For digital weapons, the
model gets +2 BS when rolling to hit. For every 5 taken, you may choose to count them as a single close
combat weapon.
Suspensors: May be given to a Heavy Weapon to make it an Assault weapon instead.
Personal Refractor Shield: Grants a 5+ invulnerable save that may be taken in addition to any other
saves.
New Weapons:
R" Str AP Type
Heavy Shuriken
Catapult
24 4 5 Assault 2, Rending
Needler 12" 3 6 Assault d6, Pistol
Light Shuriken
Catapult
14" 4 5 Assault 2
Eldar Plasma
Gun
24" 7 2 Assault 1*
Eldar Plasma
Pistol
12" 7 2 Assault 1*, Pistol
Note that Eldar Plasma Guns and Pistols may not be used for the first 2 turns of the game, after that they
can be used without fear of 'Gets Hot!'.
Armor:
Mesh Armor: 5+ save
Medium Mesh: 4+ save
Heavy Mesh: 2+ save, Fleet reduced to d3" and may only move 1" in assault phase if no assault.
Digital Weapons:
Laspistol: 2 points per
Needler: 5 points per
Hand Flamer: 8 points per
Eldar Mercenary Commander
WS BS S T W I A LD SV PV
Champion 5 5 3 3 2 5 1 9 5+/5++ 30
Minor
Hero
6 6 4 3 2 6 2 10 5+/5++ 45
Major
Hero
7 6 4 4(3) 3 6 3 10 5+/5++ 60
Composition: 1 Mercenary Captain
Weapons and Wargear: Shuriken Pistol, CCW, Mesh Armor, Plasma and Haywire Grenades, Personal
Refractor Field
Special Rules: Independent Character, Eldar Agility, Infra-Vision
Options: The Mercenary Commander may be accompanied by a Bodyguard. Otherwise, you may mount the Commander in an Command Dreadnought suit for +75 points.
Replace Mesh armor with:
Medium Mesh+3
Powered Armor+8
Heavy Mesh+16
May take one of the following:
Bolter+2
Light Shuriken Catapult+2
Heavy Shuriken Catapult+5
Eldar Plasma Gun+10
May replace Shuriken Pistol with:
Needler+3
Hand Flamer+5
Eldar Plasma Pistol+10
Replace CCW with:
Power Weapon +10
Power Fist+20
May take any of the following:
Displacement Field: +30
Cameleoline: +15
May take up to 10 Digital Weapons for the
points cost listed
May purchase one of the following:
Horse+5
Xeno Cavalry+15
Xeno Flier+10
Bike+20
Eldar Jet Bike +30
The Mercenary Commander may be a Psyker for
+15 points and may choose one psychic power
from the list. The Commander starts out with 5 psi-points but may have 5 more for +10 points.
Mercenaries (81 points per squad)
WS BS S T W I A LD SV Points
Mercenary 4 4 3 3 1 4 1 8 5+/5++ 16
Merc
Leader
4 4 3 3 1 4 1 8 4+/5++ 17
Composition: 1 Leader and 4 Mercenaries
Weapons and Wargear: All have Mesh Armor and Personal Refractor Fields and a Laspistol and CCW.
The Mercenary Leader has a shield (gives +1 to its save and counts as a CCW), and a Heavy Shuriken
Catapult. 3 Mercenaries have a Heavy Shuriken Catapult, and the 4th has a Melta Gun.
Special Rules: Eldar Agility, Infra-vision Options: May add up to 5 additional Mercenaries for 16 points each.
Medium Mesh Armor: +2 PPM
Heavy Mesh Armor: +6 PPM
Plasma Grenades: +1 PPM
Replace Melta Gun with:
Eldar Plasma Gun/Flamer: Free
Lascannon+10
Multi-Melta+20
Missile Launcher+5
Replace Laspistols with:
Shuriken/Bolt Pistol: +1 PPM
Any Heavy Weapon in the squad may be given
Suspensors for +6 points
Leader may replace its CCW (not its shield) with:
Powersword:+7
Powerglove:+15
One model may be upgraded to be a musician for
+5 points. (+1 to combat resolution)
If the squad numbers 10 models, one
Mercenary may replace its Heavy Shuriken Catapult with:
Flamer: Free
Eldar Plasma Gun/Melta Gun+5
Heavy Stubber+5
Mercenary Eldar Dreadnought
WS BS S AV I A Points
Dreadnought 5 5 8(10) 12/12/11 5 2 90
Command X X 8 13/12/11 X X --
Unit Comp: 1-3 Eldar Dreadnoughts
Type: Walker Crew: 1 Eldar Mercenary. If a command dreadnought, a Mercenary
Commander.
Weapons and Wargear: 2 Dreadnought CCWs with Shuriken Catapults
Special Rules: If a Command Dreadnought is taken, X is equal to the Mercenary Commander's
stat. For example, if a major hero is taken the Dreadnought is WS7, BS6, I6, and has 3 attacks.
Also, if the Command Dreadnought is ever destroyed, on a 5+ the Commander lives and is placed
within 1" of the wreck.
Options:
May replace a Dreadnought CCW with:
Starcannon+25
Bright Lance+40
Scatter Laser+20
Shuriken Cannon+10
Eldar Missile Launcher+25
Lascannon+25
Missile Pod+35
(Note that, if you wish, both Dreadnought
CCW's can be replaced with weapons from the
above list)
May replace the Dreadnought CCW's Shuriken
Catapults with Heavy Shuriken Catapults for
+3 points each.
Eldar Protectors
WS BS S T W I A LD SV Points
Protector 4 4 3 3 1 5 1 8 5+/5++ 16
Veteran 4 4 3 3 1 5 1 8 4+/5++ 17
Composition: Weapons and Wargear: All have Mesh Armor and Personal Refractor Fields, Heavy Shuriken Catapults,
and Laspistol+CCW. All have Jump Packs
Special Rules: Eldar Agility, Infra-vision Options: May add up to 5 additional Veterans for 16 points each.