| Abilities |
|---|
| Doomed:
At the end of every game, Yriel suffers one automatic wound from his own weapon. Yriel may take his forceshield save as normal. |
| 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! |
| Master Strategist:
Any Eldar army including one or more Autarchs, you may choose to add 1 to your rolls for reserves (A roll of 1 always counts as a failure). |
| Fleet:
A unit with this rule may assault in the same turn in which it has run. |
| Melee Weapons |
|---|
| Spear of Twilight:
This weapon is a singing spear that ignores armour saves. |
| Wargear |
|---|
| Eye of Wrath:
Once per game, Yriel can activate the Eye of Wrath in lieu of making his normal attack in assault. Place the large blast template with the hole centred over Yriel; all models under the template take a Strength 6 hit at AP 3. Yriel is not affected. |
| Forceshield:
Grants the bearer a 4+ invulnerable save. |
| Plasma Grenades:
Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal. |
| Unit | WS | BS | S | T | W | I | A | Ld | Sv |
|---|---|---|---|---|---|---|---|---|---|
| Yriel | 6 | 6 | 3 | 3 | 3 | 7 | 4 | 10 | 3+ |