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ELDAR STRIKE FORCE

Version 2.0

Initial Resources:
You have 1000 Throne Geld to spend on recruiting
and arming your war band. You must have a
minimum of 4 models.
Hired Guns:
Eldars Strike force war bands may recruit up to 2
other Hired Guns, which must be Eldar.
Starting Experience & Skills:
All fighters start with the following experience
point totals. All non-Construct Underworld
members gain experience as normal. Eldars Strike
forces gain the Underdog Bonus as normal
Unit Type
Leader
Warlock
Specialist
Aspect Warrior
Ranger
Warrior
Recruit

NEC eq
Leader
Heavy
Heavy
Heavy
Ganger
Ganger
Juve

XP
60+D6
60+D6
60+D6
60+D6
20+D6
20+D6
D3

Territory & Income:


Eldars Strike force war bands select territories and
collect income exactly as described in the
Necromunda rulebook. They receive the Giant
Killer & Underdog Bonus as listed.

Subversion Rating: 8
Investigation Rating: 6

Special Rules:
All Eldars Strike force war bands may select Commlinks/Microbeads at +4 Throne Geld per fighter. If
selected, all fighters must be equipped in this way.

Specific Items:
Death Spinner (Special Weapon) Cost: 45 TG
The Death Spinner emits a cloud of deadly monofilament wire, slicing the target apart unless they somehow
manage to avoid its entangling strands.
Range: Tear/Drop Template, Strength Special, DMG 1, S/M -, Ammo 4+
Special: Monofilament - Roll 1D6 for each model fully or partially covered by the template. If the roll is
higher than the models Initiative, the model has been hit and must make a successful armor save or take
a Wound. On a roll of 6 the target is hit automatically regardless of Initiative, and an Ammo Roll must be
made.
Shuriken Cannon (Heavy Weapon) Cost: 190 TG
Short 0-16, long 16-32, S5, DMG 1, S/M -2, 2d3 Sustained Fire, 4+ ammo, Move or Fire
Aspect Armor (Armor) Cost: 60 TG
The armor worn by Aspect Warriors is moulded to perfection from a psycho-sensitive material, providing
unparalleled flexibility as well as superior protection.
Aspect Armor grants an Eldar wearer a 4+ Armor Save.

Recruitment

Each Eldar warband may choose 0-5: Specialists, Aspect Warriors or Rangers.
1 Leader
M
-

WS
+2

Base +100 TG
BS
+1

S
-

T
-

W
-

I
+1

A
-

0-1 Warlock
Ld
+2

Species: Eldar Craftworld Only.


Weapons: The leader may select weapons from
the HtH, Pistols, Basic, Special, and Grenades list.
Equipment: The leader may select any equipment
from the Armor, Gunsights, and Equipment lists.
Special: The leader always counts as having a
friend within 2. Additionally, friendly models
within 6 of the leader may use its Leadership when
taking any Leadership test.

M
-

WS
+1

BS
+1

Base +50 TG
S
-

T
-

W
-

I
+1

A
-

Ld
+1

Species: Eldar Craftworld Only and


Wyrd (Lvl 1-3).
Weapons: Warlocks may select weapons from the
HtH, Pistols, and Grenades list.
Equipment: Warlocks may select any equipment
from the Armor and Equipment lists.

Path of the Warrior - The Leader may choose


the path of an Aspect Warrior. If he does, choose
one Aspect (Warp Spider, Dire Avenger, Swooping
Hawk, Dark Reaper, Fire Dragon, Howling
Banshee, and Striking Scorpion) and pay the points
cost indicated below. The Leader does not gain any
additional characteristic increases, but inherits all
weapon and equipment restrictions/permissions
and all special rules from that Aspect.
Points cost for Aspect upgrade:
Warp Spider - 40 points
Dark Reaper - 20 points
Dire Avenger - 5 points
Swooping Hawk - 70 points
Fire Dragon 10 points
Howling Banshee - 10 points
Striking Scorpion -10 points
0-5 Specialists
M
-

WS
+1

BS
+1

Base +30 TG
S
-

T
-

W
-

I
-

A
-

Ld
+1

Species: Eldar Craftworld Only.


Weapons: Specialists may select weapons from
the HtH, Pistols, Special, and Grenades list.
Equipment: Specialists may select any equipment
from the Armor and Equipment lists.

Aspect Warriors:

0+ Warp Spiders
M
-

WS
+1

BS
+1

Base +70 TG
S
-

T
-

W
-

I
-

A
-

Ld
+1

Species: Eldar Craftworld Only.


Weapons: Must purchase a Deathspinner. May
select weapons from the HtH, Pistols, and
Grenades list.
Equipment: Must purchase Aspect Armor.
Warp Jump: A Warp Spider may choose to make
a Warp Jump in the movement phase instead of
moving normally. This does not prevent the model
from shooting in the Shooting phase. To make a
Warp Jump, roll 2D6+2 and move the model up to
that many inches in any direction, ignoring terrain,
models and other obstacles. A model making a
Warp Jump cannot be seen at any point during the
Jump except at the final position. If a double one is
rolled for the Warp Jump, the model is lost in the
warp and immediately killed.

0+ Dark Reaper
M
-

WS
+1

BS
+1

Base +50 TG
S
-

T
-

W
-

I
-

A
-

Ld
+1

Species: Eldar Craftworld Only.


Weapons: Must Purchase 1 Heavy Weapon. May
select weapons from the HtH, Pistols, and
Grenades list.
Equipment: Must purchase Aspect Armor.
Special: Reaper Rangefinder - Unless they are
being charged, Dark Reapers ignore the To Hit
penalty from firing Overwatch.

Aspect Warriors:

0+ Dire Avenger
M
-

WS
+1

BS
+1

Base +35 TG
S
-

T
-

W
-

I
-

A
-

Ld
+1

Species: Eldar Craftworld Only.


Weapons: Must Purchase 1 HtH weapon and
Shuriken Pistol OR Shuriken Catapult with
Mono-sight. May select weapons from the HtH,
Pistols, and Grenades list.
Equipment: Must purchase Aspect Armor.
Special: Combat Discipline - Dire Avengers
always get the +1 combat score modifier for
charging in the first round of combat, even if they
have been charged.
0+ Swooping Hawk
M
-

WS
+1

BS
+1

S
-

Base +100 TG
T
-

W
-

I
-

A
-

Ld
+1

Species: Eldar Craftworld Only.


Weapons: Must purchase Lasgun OR Lascarbine.
May select weapons from the HtH, Pistols, and
Grenades list.
Equipment: Must purchase Aspect Armor.
Special: Flight.
0+ Fire Dragon
M
-

WS
+1

BS
+1

Base +40 TG
S
-

T
-

W
-

I
-

A
-

Ld
+1

Species: Eldar Craftworld Only.


Weapons: Must purchase 1 Melta OR Flamer
weapon. May select weapons from the HtH, Pistols,
and Grenades list.
Equipment: Must purchase Aspect Armor.
Special: Deadly Accuracy - Fire Dragons firing
Melta weapons add +1 when rolling on the Injury
Chart. Note that since Melta weapons are High
Impact weapons, this means that an opponent will
be taken out of action on a 4+.

Aspect Warriors:

0+ Banshee
M
-

WS
+1

Base +40 TG
BS
+1

S
-

T
-

W
-

I
-

A
-

Ld
+1

Species: Eldar Craftworld Only.


Weapons: Must purchase a Power HtH weapon
and Shuriken Pistol. May select weapons from the
HtH, Pistols, and Grenades list.
Equipment: Must purchase Aspect Armor.
Special: Banshees Howl - A Howling Banshee
does not trigger Overwatch during a Charge move,
and causes Fear in Hand-to-hand combat.

0+ Scorpion
M
-

WS
+1

BS
+1

Base +40 TG
S
-

T
-

W
-

I
-

A
-

Ld
+1

Species: Eldar Craftworld Only.


Weapons: Must purchase a Chain HtH weapon
and Shuriken Pistol. May select weapons from the
HtH, Pistols, and Grenades list.
Equipment: Must purchase Aspect Armor and
Holo-Field.
Special: Mandiblasters - These deadly
face-mounted weapons grant the Striking Scorpion
a +1 combat score modifier.

0+ Rangers
M
-

WS
-

Base +20 TG
BS
+1

S
-

T
-

W
-

I
-

A
-

Ld
+1

Species: Eldar Craftworld Only.


Weapons: Rangers may select weapons from the
HtH, Pistols, Basic, and Grenades list.
Equipment: Rangers may select any equipment
from the Armor and Equipment lists.
Special: Rangers may purchase a Needle Rifle at
recruitment.
0+ Warriors
M
-

WS
-

BS
+1

Base +20 TG
S
-

T
-

W
-

I
-

A
-

Ld
+1

Species: Eldar Craftworld Only.


Weapons: Troopers may select weapons from the
HtH, Pistols, Basic, and Grenades list.
Equipment: None.
0+ Recruit
M
-

WS
-

Base +5 TG
BS
-

S
-

T
-

W
-

I
-

A
-

Ld
-

Species: Eldar Craftworld Only.


Weapons: Recruits may select weapons from the
HtH, Pistols, Basic, and Grenades list.
Equipment: None.
Special: Choosing a path - once a Recruit reaches
the XP level needed to attain Ganger status, they
must choose the Path of the Warrior or the Path
of the Outcast. This choice determines which skill
tables they will have access to; either those of the
Warrior or those of the Ranger. A Recruit on the
Path of the Outcast also gains the ability to use a
Needle Rifle, should they ever find one.

Weapons & Equipment Lists


All costs are included within the armory

Hand-to-Hand
Knife
Stiletto, Dirk
Throwing Knife
Sword
Club, Maul, Bludgeon
Chain, Flail
Massive Weapon
Chainsword
Chain-Axe
Power Sword1
Power Axe1
Power Fist1
Force Staff2
Dire Sword3
Witchblade2
Singins Spear2
Triskele4
Web of Skulls5
Pistols
Shuriken Pistol
Laspistol
Hand flamer
Plasma Pistol
Needle Pistol1
Fusion Pistol1
Basic
Shuriken Pistol
Lasgun
Las Carbine

Special
Flamer
Melta-Gun
Melta-Lance6
Fusion Gun6
Long Las
Plasma Gun
Death Spinner7
Needle Rifle8
Heavy
Reaper Launcher
Shuriken Cannon
Missile Launcher
Grenade & Ammo
Frag Grenades
Haywire Grenades
Krak Grenades
Plasma Grenades
Smoke Grenades
Photon Flash
Melta Bombs
Frag Missile
Krak Missile
Plasma Missile
Armor
Light Armor
Flak Armor
Flak Armor (Enclosed)
Medium Armor
Medium Armor (Enclosed)
Heavy Armor
Heavy Armor (Enclosed)
Ghost Helm2
Aspect Armor9
Holo-Field10

Gun-Sights
Telescopic Sight
Mono-Sight
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

Not usuable by Recruits


Warlock only
Dire Avengers only
Howling Banshee only
Dark Reaper only
Fire Dragons only
Warp Spiders only
Rangers only
Aspect Warrior only
Leader, Striking Scorpions and Rangers only

Leader
Warlock
Specialist
Spider
Hawk
Reaper
Dragon
Avenger
Bansheeh
Scorpion
Ranger
Warrior
Recruit

Agility
X
X
X
X
X
X
X
X
X
X
X
X
X

Combat
X
X
X
X
X
X
X
X
X
X
X
X
X

Ferocity
X
X
X
X
X
X
-
X
X
-

Equipment
Bio-Scanner (1/warband)
Charm
Clip Harness
Photo-Contacts/Visor
Respirator
Suspensor

Muscle
-
-
-

Shooting
X
-
X
X
X
X
X
X
X
X
X

Stealth
X
X
X
X
X
X
X
X
X
X
X
X
X

Techno
X
-
X
-
-
X
-

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