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3/16/2012

Advanced Space Crusade & Warhammer40k are copyright Games Workshop

Commander Dante's Fan Made Force List

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.

DIRE AVENGER ASPECT WARRIORS


(See Force List) Dire Avengers represent the Eldar War God as noble and merciless warriors, devoted to protecting the Craftworld and its inhabitants. The most common Warrior Aspect, Dire Avengers are descendant from the first Phoenix Lord. Avengers are tactically flexible troops, capable of mounting stalwart defenses or brutal assaults. Dire Avengers are armed with, and masters of, their deadly shruiken catapults. In their hands this already lethal weapon becomes an instrument of death matched by few opponents. 50 Points for 1 Dire Avenger Exarch armed with either Shuriken Catapult & Shuriken Pistol OR Diresword & Pistol OR Brightlance. Dire Exarch has Shuriken Storm and Crack Shot abilities. (See Force List) 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 Dire Avengers armed with Shuriken Catapult and Shuriken Pistols. Dire Avengers have Shuriken Storm ability.

HOWLING BANSHEE ASPECT WARRIORS


(See Force List) The Banshee is a harbinger of woe and death in Eldar mythology, whose cry is said to herald ill fate and can even wrench a soul from its spirit stone. Howling Banshees are swift and athletic storm troopers who are deadliest in close combat. Their Banshee masks contain psychosonic amplifiers that magnify their keening battle screams into mind-destroying shockwaves that can cripple the enemy before a single blow is struck. 50 Points for 1 Howling Banshee Exarch armed with either Power Sword & Shuriken Pistol OR Power Axe & Shuriken Pistol OR Mirrorswords. Banshee Exarch has War Shout and Banshee Mask abilities. (See Force List) 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 Howling Banshees armed with Power Swords and Shuriken Pistols. Howling Banshees have Banshee Mask ability.

FIRE DRAGON ASPECT WARRIORS


(See Force List) Fire Dragons personalities are as intensely heated as the tips of their fusionguns which incinerate enemies into nothing more than a wisp of vapor or molten slag. Designed for assaulting the most heavily armored targets, and to withstand withering hails of enemy fire, Fire Dragons take the battle to the enemy, and take the enemy to the scrap heap. 50 Points for 1 Fire Dragon Exarch armed with either Fusion Gun & Shuriken Pistol OR Firepike & Shuriken Pistol. Dragon Exarch is Tough. Exarchs are Heroes has 1 Fate Point adds +2 to the Eldar Player's roll for Extra Actions. Heroes automatically Take Two Actions. 200 Points for 5 Fire Dragons armed with Fusion Guns and Shuriken Pistols. Fire Dragons carry an unlimited supply of melta grenades that they use to blast through the toughest of armored targets.

STRIKING SCORPION ASPECT WARRIORS


(See Force List) Stalking from the shadows, Striking Scorpions bring the battle to the enemy and are the strongest Eldar aspect in close combat. Their tough plate armor gives them plenty of protection when brute forces is needed over stealth, and their Scorpion Chainswords can make short work of any poor creature that finds itself under the blade. Deadlier yet are the Striking Scorpions hidden Mandiblasters which can cut an enemy down before the first blow is struck. This hail of needles charged with an excruciating laser-charged shock can fell even the most horrific of the Scorpions' foes before the blade can do its work.

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.

DARK REAPER ASPECT WARRIORS


(See Force List) Dark Reapers combine heavy armor with heavy firepower, all connected by a neuro-link within their helms. Delivering the kiss of death from afar, these most menacing of the Eldar aspects are highly trained and prided on their accuracy and ability to efficiently operate their complex equipment. Reaper Exarchs can hit even fast moving enemies with pinpoint precision. Using a variety of ammunition types gives Dark Reapers the ability to bring destruction to their enemies in all situations where they can line the foe up in their sights and pull the trigger. Special training allows Reapers to lay down a deadly salvo even against the enemies own initiative. 50 Points for 1 Dark Reaper Exarch armed with either Missile Launcher & Shuriken Pistol OR Shuriken Cannon & Pistol OR Web of Skulls & Shuriken Pistol. Reaper Exarch has Range Finder & Crack Shot abilities. Exarchs are Heroes has 1 Fate Point adds +2 to the Eldar Player's roll for Extra Actions. Heroes automatically Take Two Actions. 250 Points for 5 Dark Reapers armed with Missile Launchers. All Dark Reapers have Range Finder ability.

HARLEQUINS OF THE LAUGHING GOD


(See Force List) Eldar Harlequins turn life and death into art and performance, as graceful as they are deadly, spinning whirling and leaping in a Great Play in which their opponents are cast in the losing parts. Harlequins move between Craftworlds retelling the ancient stories of time before The Fall. In battle, theirs is the song of death for the enemy as each member of the Troupe plays his role in defending the legacy of the Eldar Harlequins and the will of the Laughing God. 50 Points for 1 Great Harlequin with Power Sword & Pistol. Great Harlequin wears the Dread Mask which paralyzes his enemies with fear. Great Harlequin is a Hero has 3 Fate Points. Heroes automatically Take Two Actions. 50 Points for 1 Harlequin Warlock/ShadowSeer with Force Claw & Pistol. Warlock starts the Assault with 1D+20 Psi-points. Warlock has Veil of Tears psychic ability to shield his troupe from the eyes of the enemy. Harlequin Warlock is a Hero has 1 Fate Point. Heroes automatically Take Two Actions. 50 Points for 1 Harlequin Solitaire with Neuro-disruptor & Harlequin's Kiss. Solitaire carries Hallucinogen grenades which sow confusion and reduce the enemy's ability to react. Harlequin Solitaire is a Hero has 1 Fate Point. Heroes automatically Take Two Actions. 150 Points for Small Troupe 1 Troupe Leader, 4 Harlequins. 200 Points for Large Troupe 1 Troupe Leader, 6 Harlequins, 1 Death Jester. Death Jester may choose Shuriken Cannon or Shrieker Cannon. 250 Points for Great Troupe 1 Troupe Leader, 8 Harlequins, 2 Death Jesters. Death Jester may choose Shuriken Cannon or Shrieker Cannon.

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.

ELDAR RULES AND INFORMATION


Pistols: Many Eldar troops carry either a shuriken or laspistol as either a primary or secondary weapon. Those units that carry a different primary weapon may only have pistols reflected in their close combat scores UNLESS their primary weapon runs out of ammo! Then that unit/model may resort to its pistol with with appropriate statistics for unit's pistol type until it has a chance to reload its primary and preferred weapon. Heroes: Refer to the Advanced Space Crusade manual for details on Heroes such as Takes Two Actions. Abilities: Refer to Force Lists for details on unit abilities.

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

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