Eldar force list unit cost & guardian rules
Here is an *unofficial* supplement to the Citadel Journal #5 Eldar in Space Hulk.
Included are:
- Force List Unit Point Costs for Eldar (left out originally due to deadline pressures I'm guessing)
- Rules for Guardian units as well.
Great for Space Hulk players who want a fair and balanced point allocation set for Eldar.
[URL="http://www.scribd.com/doc/41407395/Eldar-Space-Hulk-Force-List-1st-Edition-Rules"]http://www.scribd.com/doc/41407395/Eldar-Space-Hulk-Force-List-1st-Edition-Rules[/URL]
***This document was updated March 8, 2012
Changes include:
Revising the rules for Platforms
Document layout
Protect the Craftworld!
Using Warlocks & Wraithguard
For those of you who regularly use Eldar in your Hulk games, you will have noticed that some of the rules are not explained very well (again likely due to a deadline and/or lack of play-testing).
After several games and many re-reads of the rules, the I will do my best to clarify exactly how Wraithguard and their Warlock controllers work together.
Warlocks have 5 AP of their own. Warlocks start the game with 1D6 Psi-points stored in his Witchblade, and receive an additional 1D6 Psi-points per turn. At the end of the opponents turn, any unused Psi-points (beyond the 6 that can be stored in the Witchblade at full capacity) are lost. This means that a Warlock will have a potential maximum of 12 Psi-points to use for his own, and the Wraithguard's needs during any turn.
Using Warlock AP to control a Wraithguard does not necessarily ''activate' the Warlock model.
For example, if a Warlock issues orders using 2 of his AP to tell a Wraithguard to perform actions before the Warlock has taken any other actions himself, he will be able to use the remaining 3 AP's to perform his own actions when the Warlock is 'activated' at the discretion of the Eldar player.
However, if a Warlock is 'activated' by the Eldar player first, and uses for example only 3 AP in his own actions, then the Eldar player must either commit the other 2 AP's to the Wraithguard or lose them (as he cannot switch back to the Warlock after 'activating' another model such as a Striking Scorpion).
Consider these AP's put into the Wraithguard 'bank', which will be drawn upon when the Wraithguard model is activated (however, the AP's must be designated as any of the actions listed below).
Only when a Wraithguard model uses its own AP's it is considered to be 'activated'.
A Wraithguard has 4AP's which it can use for movement only, and it needs a Warlock to do any of the following actions:
1. Fire Wraithcannon
2. Initiate Close Combat
3. Open / Close doors
4. Go on Overwatch
Warlocks may issue any of these orders to any Wraithguard within 12 spaces using either Psi-points, or his own AP. Thus, if for example the Eldar player wants his Wraithguard to Move & Shoot (forward) 4 times, it will require BOTH that the Wraithguard use its full allotment of AP (for the walking), PLUS an additional 4 points (Psi-points or AP) from the Warlock (for the shooting).
If the Warlock is able, the Wraithguard may be ordered to continue to perform any of the 4 actions listed above for as long as there are points to spend (but the Warlock may NOT grant the Wraithguard additional movement - they are slow & lumbering tanks essentially).
Wraithguard Overwatch & Close Combat
In order to go on Overwatch, a Wraithguard must be given the order by a Warlock within 12 spaces (previously covered). For each 2 points the Warlock spends (Psi-points or AP), put one Overwatch token by the Wraithguard. For every Overwatch shot the Wraithguard takes, remove one token until they are depleted.
What if a Wraithguard is engaged in Close Combat while on Overwatch?
This is a situation that is bound to come up, especially when fighting a Genestealer horde. Here's how it works best:
Let's say that a Wraithguard standing one square back from an intersection has been given four Overwatch orders (represented by 4 stacked Overwatch tokens) by a Warlock at the cost of 8 points.
Now, a 'Stealer hiding around the corner pops out, and steps directly in front of the Wraithguard as it rushes in to attack. Naturally, the Wraithguard is allowed an Overwatch shot, but the Eldar player rolls a 3 and misses the 'Stealer (Wraithcannon kill everything on 4 or higher using 1D6). One of the Overwatch orders is removed, leaving the Wraithguard with three remaining.
The Genestealer now engages the Wraithguard in Close Combat, but the result is a tie ('Stealers roll 3D6, Wraithguard roll 1D6). Under normal rules, Overwatch is lost when engaged in Close Combat.
HOWEVER,
in the case of Wraithguard, only one Overwatch order is removed, leaving two remaining in this example. The Wraithguard must now take an Overwatch shot (as a result of the Genesteler's action in its LOS & Fire Arc), this time rolling a 2, another miss. One more Overwatch token is removed, leaving one remaining.
The 'Stealer now makes his 2nd attack, rolling higher than the Wraithguard and potentially killing it. However, a roll of a '2' is made on the Wraithguard damage chart, which leaves it unharmed (tough cookie!) The final Overwatch token is removed, leaving no more to shoot with. The 'Stealer now makes his 3rd attack, but this time the Wraithguard manages to roll higher than the 'Stealer and squashes the bug with its mighty wraithbone fists (lucky Wraithguard!).
This is much more than was ever explained in the Citadel Journal which contained Rules for Eldar in Space Hulk, and I hope these examples and clarifications help you get more use and fun from using them in your games.
Enjoy!