Вот исправленный и полный ростер:
Unit Name ## WS BS St To Wo In At Ld Save Cost
Autarch (HQ) 1 6 6 3/6 3/4 3 6 3/5 10 /3/4(I 130
Shuriken Pistol; Jetbike; Laser Lance; Haywire
grenades; Plasma Grenades; Mandiblaster
#Forceshield The Eldar favour sleeve-mounted field projectors [0]
over the clunky and restrictive armour used by
other races. A forceshield confers a 4+
invulnerable save.
#Master Strategist While charachter is is alive, you ay choose add [0]
1 to you rolls for reserves, regardless of
whether he is in play or not (a roll of 1 allways
counts as a failure)
Farseer (HQ) 1 5 5 3 3 3 5 1/2 10 -/4(I) 85
Shuriken Pistol; Witchblade; Ghosthelm; Rune
Armour; Fleet of Foot
Runes of Witnessing A Farseer uses runes of witnessing to guide his [10]
second sight along the twisting stands of fate. A
Farseer with runes of witnessing rolls 3D6 and
discards the highest roll when taking a Psychic
test. You must use the lowerst two rolls.
Guide The Farseer's prophetic powers warn his of the [20]
enemy's foul intent, allowing him to direct the
fire of his warriors. Nominate one Eldar unit
with a model within 6" of the Farseer. This unit
re-rolls any failed to hit rolls made in that
turn's shooting phase. If the unit is using a
guess range weapon (such as a D-Cannon) you may
re-roll their scatter dice instead.
Guardian Jetbike Squadron (Tro 3 3 3 3 3/4 1 4 1 9 3+/- 76
Twin-Linked Shuriken Catapult; Shuriken Cannon
(x1); Jetbike
Dire Avengers (Troops) 8 4 4 3 3 1 5 1 9 4+ 165
Avenger shuriken catapult; Fleet of Foot; Add
Exarch
Exarch 1 5 5 3 3 1 6 2 9 3/5(I) [69]
Power weapon & Shimmershield; Fleet of Foot
Bladestorm The Dire Avengers empty their weapons in a [15]
devastating hurricane of bladed discs. The Exarch
and his squad may choose to add one to the number
of shots they each fire with their shuriken
weapons that turn. If they do so they may not
fire in the subsequent shooting phase as they
reload.
Defend The Exarch lead his squad in complex pattern of [15]
parries and dodges designed to enemy blows. Enemy
models directing their attacks torward the
Exarch's squad lose one Attack in each assault
phase (to a minimum 1)
Fire Dragons (Elites) 6 4 4 3 3 1 5 1 9 4+ 96
Fusion Gun; Meltabombs; Fleet of Foot
Falcon (Heavy Support) 1 BS: 3 Front: 12 Side: 12 Rear: 10 195
Shuriken Cannon upgrage; Pulse laser; 48"R S8 AP2
Heavy 2; Tank; Fast; Skimmer; The Falcon can
carry a single unit of infantry of up to 6
models. It may not carry a Wraithguard unit;
Vectored Engines The vehicle can turn its engines to almost any [20]
angle, allowing the crew to circumvent disasters
when damaged. If the vehicle would crash due to
being immobilised, it instead makes a forced
landing as if it had not moved that turn.
Holo-field The vehicle is surrounded by a shimmering [35]
holo-field that distort ats shape and prevents
the enemy from targeting its most vulnerable
locations. Whenever your opponent rolls on the
damage table for that vehicle, they must roll two
dice and aplly the lowest result.
Star Engines The vehicle has a number of secondary engines [15]
that can be used to boostit to breakneck speeds.
It may move an additionat 12" in lieu of
shooting, but troops may not embark or disembark
that turn.
Harlequins (Elites) 9 5 4 3 3 1 6 2/3 9 -/5(I) 220
Close combat weapon; Shuriken Pistol; Harlequin's
Kiss (x7); Dance of Death; Fleet of Foot; Flip
Belts; Holo-suit; Add Shadowseer
Shadowseer 1 5 4 3 3 1 6 2/3 9 -/5(I) [30]
Close combat weapon; Shuriken Pistol; Dance of
Death; Fleet of Foot; Flip Belts; Holo-suit
#Veil of Tears A Shadowseer is a psyker and always has the Veil [0]
of Tears psychic power. It follows the same rules
as a Warlock powers. The Shadowseer uses her
powers to confuse and terrify her foe. Any enemy
unit wishing to target the Shadowsee or the unit
she is with must roll 2D6x2. This is their
spotting distance in inches. If the models are
not within spotting range, they may not fire that
turn. The Shadowseer and her unit can always be
ignored by enemy for purpouse of determining
target priority.
War walker squadron (Heavy Sup 3 WS: 3 BS: 3 S: 5 I: 4 A: 2 180
Starcannon; Shuriken Cannon
Dark Reapers (Heavy Support) 3 4 4 3 3 1 5 1 9 3+ 172
Reaper Launcher; Add Exarch
Exarch 1 5 5 3 3 1 6 2 9 3+ [67]
Reaper Launcher
Fast Shot The Exarch is adept at laying down a lethal hail [20]
of fire from any weapon, firing shot after shot
into the enemy. He may add +1 to the number of
shots fired by his weapon (so, for example, Heavy
2 becomes Heavy 3). Fast Shot may not be used by
an Exarch in same turn as he uses Crack Shot.
Shining Spears (Fast Attack) 5 4 4 3/6 3/4 1 5 1 9 3+/- 175
Laser Lance; Jetbike
Option Footnotes:
Avenger shuriken catapult 18"R S4 AP5 Assault 2
Close combat weapon +1A with another CCW or Pistol
Dance of Death A Harlequin troupe coordinates its attack with
bewildering speed, dancing through the enemy
ranks, leaving corpses in their wake. They have
the Furrious Assault and Hit and Run special
rules.
Fleet of Foot In a turn in which models with this rule do not
shoot or use a psychic power that replaces
shooting, they can move an additional D6" in
Shooting phase, ignoring penalties for difficult
terain.
Flip Belts The anti-gravity flip belts of the Harlequins
enable them to dart through the roughest terrain
with their feet barely touching the ground. They
ignore difficult terrain.
Fusion Gun 12"R S8 AP1 Assault 1, Melta
Ghosthelm If a Farseer suffer a Peril of Warp attack his
Ghosthelm will prevent it on a D6 roll of 3+
Hallucinogen Grenades Negates effects of cover in combat.
Harlequin's Kiss A sharpedned tube attached to the forearm, the
Kiss can be punched into an enemy and the
monofilament wire inside allowed to uncoil,
reducing the target's insides to a gory soup in
an instant. A Harlequin's Kiss counts as a close
combat weapon. in addition, close combat attacks
made by model armed with a Harlequin's Kiss have
the Rending special rule.
Haywire grenades Use against vehicles or immobilised Dreadnoughts.
Each model using the grenades rolls 1D6: 1 = no
effect, 2-5 = glancing hit, 6 = penetrating hit.
Penetrating hits on a Skimmer moving >6" are
still glancing.
Holo-suit Harlequins use a sophisticted holo-suit to
fragment their image and foil incoming fire and
blows from their enemies. They benefit from a 5+
invulnerable save.
Laser Lance 6"R S6 AP4 Assault 1, Lance; On any turn in which
they initiate an assault, models armed with laser
lances count as having S6 power weapon.
Mandiblaster +1 A in close combat.
Meltabombs When assaulting vehicles or immobile
Dreadnoughts, model may make 1 attack with an AP
of 8+2D6.
Plasma Grenades Negates effects of cover in combat.
Power weapon & Shimmershield No armour save in close combat. A model with
shimmershield, and all embers of his unut wil
benefit from 5+ invulnerable save in close combat
(not show in profile).
Pulse laser 48"R S8 AP2 Heavy 2
Reaper Launcher 48"R, S5, AP3, Heavy 2
Rune Armour Is wraithbone breastplate shaped into runic forms
that ward of enemy attacks. A model wearing rune
armour has 4+ invulnerable save.
Shuriken Cannon 24"R, S6, AP5, Assault 3
Shuriken Pistol 12"R S4 AP5 Pistol. Count as CCW in close combat.
Starcannon 36"R S6 AP2 Heavy 2
Twin-linked Shuriken catapul 12"R, S4, AP5, Assault 2, Twin-linked
Witchblade Wounds on 2+. 3 * St + D6 AP6 against vehicle.
Total Army Cost: 1494
Notes:
Models in Army: 43