Eldrad Ulthran

(Unit)
Type: unit
Category: HQ
Categories: HQ
LinkId: cdc7-e9fe-63c4-6779
Hidden: false
Costs: 210 Points

Constraints:

max: 1
Options (1)
Rules (1)
Farseer Psychic Powers
Farseer Powers are used at the start of the Eldar turn and do not require the Eldar Psyker to have line of sight to the target.

Profiles:

Wargear
Rune Armour:

The bearer gains a 3+ invulnerable save.

Runes of Warding:

All enemy Psychic tests must be taken on 3D6, suffering a Perils of the Warp attack on any roll of 12 or above.

Runes of Witnessing:

A Farseer with runes of witnessing rolls 3D6 and discards the highest roll when taking a Psychic test. You must use the lowest two rolls.

Ghosthelm:

If a Farseer suffers a Perils of the Warp attack, his Ghosthelm will prevent it on a D6 roll of 3+.

Spirit Stones:

A Farseer with spirit stones can use two psychic powers per turn. A Farseer cannot use the same psychic power twice in the same turn.

Abilities
Divination:

After both sides have deployed at the start of a game, the Eldar player may reposition D3+1 units in his army. No unit may be moved outside of its deployment zone.

Independent Character:

Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in.

Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit!

Melee Weapons
Staff of Ulthamar:

This staff counts as a power weapon. If Eldrad is not in an assault it can allow Eldrad to use a third psychic power per turn, which may be a psychic power he has already used that turn. In combat it always wounds on a roll of 2+ and ignores armour saves.

Witchblade:

All hits scored in close combat by models armed with a witchblade inflict wounds on a roll of 2+, regardless of the target’s Toughness. Armour saves are taken as normal. Against vehicles, the wielder of a witchblade counts his Strength as 9.

Unit WSBSSTWIALdSv
Eldrad Ulthran

5

5

3

4

3

5

1

10

-

Weapons RangeStr.APType
Shuriken Pistol

12"

4

5

Pistol

Eldritch Storm

18"

3

-

Large Blast, Pinning

The Eldar player places the Large blast marker centred on an enemy model within 18". Vehicles touched by the template suffer a hit with 2D6+3 armour penetration and are spun around to face in a direction determined by the scatter dice - if a hit is rolled, the Eldar player may choose its facing.

Psychic Power
Fortune:

Nominate one Eldar unit with a model within 6" of the Farseer. This unit re-rolls any failed saves it makes until the start of the next Eldar turn.

Guide:

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 barrage weapon (such as a D-cannon) you may re-roll their scatter dice instead.

Doom:

The Farseer can target any non-vehicle unit within 24". All hits caused upon that unit gain a re-roll to wound until the start of the next Eldar turn.

Mind War:

This psychic power is used in the shooting phase instead of a weapon. The Eldar player may choose any unengaged model within 18" of the Farseer and within his line of sight (models mounted in vehicles cannot be targeted). Both players roll a D6 and add the Leadership of their respective models. For each point the Farseer wins by, the target loses a wound, with no armour saves allowed.

Used By (1)
Eldar(Catalogue)