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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, Warlocks, Wraithguard, Guardians, Harlequins, and many Aspect Warrior Types in Advanced Space Crusade Games. Force Lists with detailed rules are included in each section, as well as grouped together at the end of the article for easy print-n-play convenience. (See Force List) The most powerful seers of all are the Farseers, of which every craftworld has only very few. They do not normally wake, but spend their time in a state of 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 Psipoints, 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 Psipoints, 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 1-4 Result The attack on the Wraithguard only results in a few pieces of its thick Wraithbone being blown off. The Wraithguard is otherwise undamaged. 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. The Wraithguard is destroyed and should be removed from the board as usual. 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.
5-6
7-9 10-12
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.
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.
Harlequin Troupers are armed with a variety of weapons which include power weapons, and shuriken or laspistols. Troupe Leader may choose Harlequin's Kiss. Harlequins do not use Extra Actions, but instead Solo as part of the Great Play. Only one Harlequin per turn may Solo, granting that Harlequin the equivalent of a extra action. No Harlequin may Solo in consecutive turns. Harlequins have Close Assault Defense, granting them a free facing toward any close combat attack. A Harlequin may Leap over 1 square that is occupied by an unmaneuverable model, enemy, or obstacle, retaining its facing when landing. Harlequins may enter Deathdance, permitting a 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.
WRAITHGUARD DAMAGE TABLE D12 1-4 Result The attack on the Wraithguard only results in a few pieces of its thick Wraithbone being blown off. The Wraithguard is otherwise undamaged. 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. The Wraithguard is destroyed and should be removed from the board as usual. 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.
5-6
7-9 10-12