---- Eldar Knights follow the same rules as standard vehicles. Unlike vehicles, their movement is unaffected by rough terrain such as rubble, craters, and woods, and they can move through marsh as Dangerous terrain Eldar Psychic Lance When Eldar knights charge into combat (NOT when THEY are charged) they build up psychic fury which is released in ensuing combat. For every Knight charging into combat, roll for one Disrupt Attack on the target detachment. The Psychic Lance will cause an automatic hit on Daemon stands instead of causing Blast Markers. Eldar Shields Eldar knights get Holofield saves similar to those of the Eldar Titans, and they apply from any direction. These are separate saves resolved before the regular armor save, and cannot be modified. This is a 3+ Save against any hit. Eldar Knights Speed Range FP Assault Armor Special 30cm 45cm 2 4 5+ Holo-Field Eldar Exodite Knight Host Command You must choose a commander: 1 Detachment HQ +25 Points Main Force Make up to 5 choices from the following list 1 Eldar Knight 35 Points Exodite Jet-Bike Squad 15 Points per unit 1-2 Eldar Jet-Bike units Scouts Squad 10 Points per unit 1-2 Eldar Scouts units Support Make up to 5 choices from the following list. The number of choices may not exceed those from the Main Force list. Vyper 22 Points War Walkers 24 Points per unit 1-2 War Walkers Chain of Command Knight > Any other unitReceived on Mon Feb 23 1998 - 04:27:09 UTC
This archive was generated by hypermail 2.3.0 : Tue Oct 22 2019 - 13:10:23 UTC