Warhammer 40k Codex: Eldar Mercenaries

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{++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.

description

A rough draft for Eldar Mercenaries in Warhammer 40k. Let me know what you think!

Transcript of Warhammer 40k Codex: Eldar Mercenaries

Page 1: 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.

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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

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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.

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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

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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.

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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.