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      Eldar  | 
    
   
   
   	 
   
   
   
   
  
    
  
   
    
     Kurl Veranek  
      
      Komet alda
        
      
        
 
  
  
 Dabei seit: 07.11.2006 
    Beiträge: 13.889 
  Herkunft: Vomp Armeen: Füße auf Steinen 
 
 
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      Hast Du meine PN gestern bekommen?
      
      
  __________________ Sa'an'ishar 
 
In pain there is life, in darkness endless strength. 
 
Sometimes it's better to light a flamethrower than curse the darkness. 
 
Keelah se'lai! 
      
      
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   24.05.2013 10:53 | 
  
   
     
        
      
     
      
     
     
   
      
  
      
    
     
     
     
     
     
     
     
     
     
     
     
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     der Cid  
      
      Schwarzork-Gargboss
        
    
        
  
 Dabei seit: 04.11.2011 
    Beiträge: 654 
  
 
 
  
    
     
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   24.05.2013 11:32 | 
  
   
     
        
      
     
      
     
      
   
      
  
      
    
     
     
     
     
     
     
     
     
     
     
     
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     Kurl Veranek  
      
      Komet alda
        
      
        
 
  
  
 Dabei seit: 07.11.2006 
    Beiträge: 13.889 
  Herkunft: Vomp Armeen: Füße auf Steinen 
 
 
   Themenstarter  
    
     
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      Also hast du Armypainter? Wenn ja dann bitte auch noch einen Wolf Grey Spray zusätzlich zu den anderen beiden.
      
      
  __________________ Sa'an'ishar 
 
In pain there is life, in darkness endless strength. 
 
Sometimes it's better to light a flamethrower than curse the darkness. 
 
Keelah se'lai! 
      
      
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   24.05.2013 11:35 | 
  
   
     
        
      
     
      
     
     
   
      
  
      
    
     
     
     
     
     
     
     
     
     
     
     
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     Stormgarde  
      
      Bürgermeister von Zirl
        
      
        
 
  
  
 Dabei seit: 22.12.2005 
    Beiträge: 25.465 
  
 
 
  
    
     
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   24.05.2013 12:34 | 
  
   
     
        
      
     
      
     
     
   
      
  
      
    
     
     
     
     
     
     
     
     
     
     
     
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     der Cid  
      
      Schwarzork-Gargboss
        
    
        
  
 Dabei seit: 04.11.2011 
    Beiträge: 654 
  
 
 
  
    
     
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      @Kurl 
 
AP Rot und Schwarz reserviert,  
Wolf Grey ist leider aus,  
nur mehr Uniform Grey auf Lager (ist ungefähr wie Codex Grey)
      
      
      
      
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   24.05.2013 14:36 | 
  
   
     
        
      
     
      
     
      
   
      
  
      
    
     
     
     
     
     
     
     
     
     
     
     
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     Kurl Veranek  
      
      Komet alda
        
      
        
 
  
  
 Dabei seit: 07.11.2006 
    Beiträge: 13.889 
  Herkunft: Vomp Armeen: Füße auf Steinen 
 
 
   Themenstarter  
    
     
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      Dann nehm ich den. Den mag ich eh lieber. Hab irgendwie im Kopf gedacht den gibts nicht mehr  
      
      
  __________________ Sa'an'ishar 
 
In pain there is life, in darkness endless strength. 
 
Sometimes it's better to light a flamethrower than curse the darkness. 
 
Keelah se'lai! 
      
      
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   24.05.2013 16:52 | 
  
   
     
        
      
     
      
     
     
   
      
  
      
    
     
     
     
     
     
     
     
     
     
     
     
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     Kurl Veranek  
      
      Komet alda
        
      
        
 
  
  
 Dabei seit: 07.11.2006 
    Beiträge: 13.889 
  Herkunft: Vomp Armeen: Füße auf Steinen 
 
 
   Themenstarter  
    
     
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  | Zitat: | 
  
 
  eldar warlord traits: 
1. one use only. in the own shooting or assault phase, the warlord and all allies within 12" reroll failed to wound rolls of 1. 
2. one use only. in the enemys shooting phase. the warlord and all allies within 12" gain the stealth usr. 
3. the warlord and his unit add +1 to their run movement (so d6 + 1) 
4. the warlord rerolls failed saves of 1. 
5. the warlord got the split fire usr 
6. allied eldar units deepstriking within 6" around the warlord dont scatter. 
 
exarch abilites. some are USR some are codex specific: 
 
fear, monsterhunter, night vision, feel no pain, hit & run.  
 
sniper vision : the exarch has precision shots on a 5+ 
 
iron resolve: the exarch has +1 LD 
 
disarm: in a challenge before striking blows, the exarch player and the enemy both roll a d6. if the exarch player rolls equal or higher than the enemy the enemys weapon counts as a normal close combat weapon instead.  
if the WS of the exarch is higher than the enemy, you add +1 to your D6 roll. 
 
fire hail (may be spelled wrong i translate here): the exarch may fire his weapon 1 more time than normal. has no use on flamers. 
 
assassin: in a challenge, the exarch and his enemy both roll a D6. if equal or higher the exarch may reroll failed to wound rolls. if the initiative of the exarch is higher than the opponents, he adds +1 to his roll. 
 
shield of grace: in a challenge, instead of attacking the exarch has a 3+ invulnerable save. 
 
battle luck : 4+ invul for the exarch 
 
crushing blow : +1 S for the exarch. 
 
whats interessting is : the avatar can get exarch powers. so pretty fun  
 
army special rules : 
 
old nemesis : hatred (daemons of slaanesh and enemys with the mark of slaanesh) also they have -1 on their LD when doing fear tests against daemons of slaanesh and enemys with the mark of slaanesh 
 
battletrance: the unit may run and shoot or shoot and run. you have to run& shoot or shoot& run with each unit before you can move the next unit. models cannot run & shoot or shoot & run with heavy weapons unless they got the relentless special rule. 
 
vehicle equipment: 
 
mindbreaker: every enemy and friendly unit within 12" has to reroll passed lmorale and pinning tests. 
 
ghostpath matrix: the vehicle gets the move through cover USR 
 
holofield: the vehicle grants +1 on its cover save if it has moved.  
 
forcefield : 5+ invul 
 
crystal targeting matrix: one use only. the vehicle (except walkers) can fire a weapon at full BS even if it has moved with cruising speed. 
 
soulstones: the vehicle ignores crew shaken on 2+ and crew stunned on 4+ 
 
serpent shield: as long as the shield is active, every penetrating hit on the front and side armor of a vehicle is a glance on a d6 roll of 2+ 
the shield may be deactivated to grant a following shooting attack : 
60" s 7 ap - assault d6+1, ignores cover, pinning. 
 
star engine: a vehicle that is no walker can move 24" with cruising speed. a walker runs +3" 
 
vector engine: as long as the vehicle isnt immobilized, the vehicle can turn after shooting. 
 
Can't say about the Guardians, haven't looked at them really, sorry  
 
I can tell you their Shuriken catapults are still 12", although with the new Bladestorm rule(rolls of 6 to wound always wound at AP 2, no effect on vehicles)  
 
No squadrons in Heavy support(of course for Support batteries and War Walkers )  
 
Wraithlord and Wraithknight are both HS.  
 
Monofilament rule is as follows:  
 
All units shot with I of 3 or less(or no I value) are shot with S+1 , base strength is still 6. All to wound rolls of 6 are treated with AP 1.  
 
Wraithguard:  
 
Old gun is S10 AP2 now, pretty sure still 12", D-Scythes are S4 AP 2 Flamer, 6 to wound causes ID as before  
 
Heavy D-Scythe of the Flyer is 18" small blast template  
 
Guardians:  
 
90 pts for 10, storm guardians the same  
 
DA:  
 
5 for XX pts.  
 
FOC:  
 
As I saw beyond Spirit Seer making Wraith Guard troops nothing, no Phoenix Kings making some Aspect units scoring  
 
On the matter of Phoenix kings, I believe someone said they lost EW, this is not true, they stil have it, and they all look pretty cool(for example Asurmen gets to pick D3 Warlord traits)  
 
HQ:  
 
Farseers start at ML 3 fo XXX pts with included Ghost helm(changed so that you can ignore Perils for expanding a Warp charge), ROW are gone, give a once per game 2+ DtW, another set of runes lets you reroll a Psychic test once per game  
 
Warlocks are ML 1 psykers and can still go on jetbikes.  
 
Absolutionis wrote: 
From the rule snippets, it looks like Warp Spiders are Jet Pack Infantry and not Jump Jet Infantry as before. I guess this makes them slower... 
 
 
I believe they are able to jump farther with their Jetpack now at least, it's 6"+2D6" now, I believe with the old rule was only 2D6?  
 
Autarchs can take different aspect Wargear, yes.  
 
Banshees:  
 
Still only AP 3, Banshee masks have changed, they reduce I by 5 now, to a minimum of 1(not sure if this was permanent or only first turn of charging)  
 
Psychic powers:  
 
The Warlock powers are very good, if you take a lot of them and you roll well you will make everyone cry:  
 
- give/take Shrouding  
- improve armor save of a friendly unit by 1, decrease the save of an enemy unit by 1  
- give +/- 1 to WS/I  
- give +/- 1 to S  
- primaris is Doom  
- run extra distance/enemy unit can't run  
 
the other one I can't think of right now  
 
Spirit seer:  
 
If I remember correctly they had basically the same gear as Farseers  
 
Miscalleaneous:  
 
Scatter lasers have a rule that lets you shoot them first, if you hit all other weapons on the model are treated as twin-linked  
 
Warwalkers now have a 5+ invul, but are treated as open vehicles  
 
Fire prism has a (at least I believe so) new shot profile, a 60" S9 lance, Heavy 1  
 
Eldar BS is now 4 across the board  
 
Disarm Exarch power:  
 
You roll against your opponent and get +1 if your WS is higher. If you roll higher than your opponent you get to chose a CC weapon he has and he cannot use it this turn and is treated as attacking with a normal CC. This does not work against opponents with no weapons like a Trygon for example. This Exarch ability is for a Banshee exarch(Jain Zar has it too of course), autarch, and maybe the Avatar too, as he can get some Exarch skills.  
 
Speaking of the Avatar, he nowhas one W more, is WS/BS 10, I believe his Ini got up to 10 now(if it wasn't before) but only a Daemon now, so only 5++, but maybe he could get the Exarch skill that gives you a 4++. His CC attacks are AP 1 and they expanded his immunity to fire to Soul Blaze and Pyromancy Psychic powers.  
 
Illic Nightspears rules lets you infiltrate without range restrictions, no matter which unit he's with, so you could join him to a unit of Flamer Wraiths and have a nice little barbeque  
 
Warlocks have restrictions which unit they can join, but I believe it was only Wraith units.  
 
Wraithlord is still T8, S has gone down to 8 though, his sword is now S+1, Master crafted  
 
thats it for now. will post some more later.  | 
  
 
      
      
  __________________ Sa'an'ishar 
 
In pain there is life, in darkness endless strength. 
 
Sometimes it's better to light a flamethrower than curse the darkness. 
 
Keelah se'lai! 
      Dieser Beitrag wurde 1 mal editiert, zum letzten Mal von Kurl Veranek: 28.05.2013 23:17. 
      
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   28.05.2013 23:02 | 
  
   
     
        
      
     
      
     
     
   
      
  
      
    
     
     
     
     
     
     
     
     
     
     
     
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     Stormgarde  
      
      Bürgermeister von Zirl
        
      
        
 
  
  
 Dabei seit: 22.12.2005 
    Beiträge: 25.465 
  
 
 
  
    
     
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      Nice 
 
Zu den Fliegern gibs nix? 
 
Die Phantomdroiden sind wohl ein Pflichtkauf...
      
      
      
      
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   29.05.2013 07:03 | 
  
   
     
        
      
     
      
     
     
   
      
  
      
    
     
     
     
     
     
     
     
     
     
     
     
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     Stormgarde  
      
      Bürgermeister von Zirl
        
      
        
 
  
  
 Dabei seit: 22.12.2005 
    Beiträge: 25.465 
  
 
 
  
    
     
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      Eldar 6th Rules 
 
Much loving thanks to Raziel for compiling all this for us, you magnificent german bastard. 
 
Eldar 6th 
 
Eldar warlord traits: 
1. one use only. in the own shooting or assault phase, the warlord and all allies within 12" reroll failed to wound rolls of 1. 
2. one use only. in the enemys shooting phase. the warlord and all allies within 12" gain the stealth usr. 
3. the warlord and his unit add +1 to their run movement (so d6 + 1) 
4. the warlord rerolls failed saves of 1. 
5. the warlord got the split fire usr 
6. allied eldar units deepstriking within 6" around the warlord dont scatter. 
 
Exarch abilites. some are USR some are codex specific: 
 
fear, monsterhunter, night vision, feel no pain, hit & run. 
sniper vision : the exarch has precision shots on a 5+ 
iron resolve: the exarch has +1 LD 
disarm: in a challenge before striking blows, the exarch player and the enemy both roll a d6. if the exarch player rolls equal or higher than the enemy the enemys weapon counts as a normal close combat weapon instead. If the WS of the exarch is higher than the enemy, you add +1 to your D6 roll. 
 
fire hail (may be spelled wrong i translate here): the exarch may fire his weapon 1 more time than normal. has no use on flamers. 
 
assassin: in a challenge, the exarch and his enemy both roll a D6. if equal or higher the exarch may reroll failed to wound rolls. if the initiative of the exarch is higher than the opponents, he adds +1 to his roll. 
shield of grace: in a challenge, instead of attacking the exarch has a 3+ invulnerable save. 
battle luck : 4+ invul for the exarch 
crushing blow : +1 S for the exarch. 
 
 
whats interessting is : the avatar can get exarch powers. 
 
Army special rules : 
 
old nemesis : hatred (daemons of slaanesh and enemys with the mark of slaanesh) also they have -1 on their LD when doing fear tests against daemons of slaanesh and enemys with the mark of slaanesh 
 
battletrance: the unit may run and shoot or shoot and run. you have to run& shoot or shoot& run with each unit before you can move the next unit. models cannot run & shoot or shoot & run with heavy weapons unless they got the relentless special rule. 
 
vehicle equipment: 
mindbreaker: every enemy and friendly unit within 12" has to reroll passed lmorale and pinning tests. 
ghostpath matrix: the vehicle gets the move through cover USR 
holofield: the vehicle grants +1 on its cover save if it has moved. 
forcefield : 5+ invul 
crystal targeting matrix: one use only. the vehicle (except walkers) can fire a weapon at full BS even if it has moved with cruising speed. 
soulstones: the vehicle ignores crew shaken on 2+ and crew stunned on 4+ 
serpent shield: as long as the shield is active, every penetrating hit on the front and side armor of a vehicle is a glance on a d6 roll of 2+ 
the shield may be deactivated to grant a following shooting attack : 60" s 7 ap - assault d6+1, ignores cover, pinning. 
 
star engine: a vehicle that is no walker can move 24" with cruising speed. a walker runs +3" 
 
vector engine: as long as the vehicle isnt immobilized, the vehicle can turn after shooting. 
 
Avatar: 
195 base 
WS 10 BS 10, S 6 W 6 W 5 I 10 A 5 LD 10 AS 3+ 
old nemesis, daemon, fearless, battletrance, khaines presence, fleet, glowing body. 
relic : screaming blade can be used as shooting weapon. 
 
12" S 8 ap 1 assault 1 melta. 
or in close combat, S user ap 1. melta 
 
may take 2 of the following (i wont post points) 
night vision, fire hail, monsterhunter, crushing strke, sniper vision, disarm. 
 
glowing body: pyromancy, flaming weapons and all attacks with the special rule melta and or soulfire have no effect on the avatar. 
 
runeprophet: 100 pts base 
ws 5 BS 5 S 3 T 3 W 3 I 5 A 1 ld 10 AS- 
 
old nemesis, battletrance, psyker level 3, fleet, 
 
independent character. 
 
gear: rune armor, shuriken pistol, hagun zar, ghosthelm. 
 
may take a runespeer instead of hagun zar. 
may take runes of protection 
runes of clarity 
eldar jetbike 
may take items of the relics of old glory (coming to that later) 
 
runes of protection : only useable once, before rolling for deny the witch you can decide to use the runes to boost your deny the witch by +2 
 
runes of clarity : one use, if the psyker fails a psychic test he may reroll the test (can also do it if he has perils) 
 
rune armor : 4+ invul 
 
autarch: 70 points base 
ws 6 bs 6 s 3 t 3 w 3 i 6 a 3 ld 10 as 3+ 
 
old nemesis, battletrance, path of strategy, fleet, independent character. 
 
heavy aspect armor, shuriken pistol, impuls mines, plasma grenades, power shield. 
 
path of strategy: for each autarch in your army you may 
 
modify your reserve rolls by +1 or -1 
 
may take one of the following: 
eldar jetbike, 
falcon wings 
warpjumpgenerator 
 
one of the following: 
banshee mask 
mandiblaster 
 
up to 2 of the following: 
scorpion sword 
huntercatapult 
laserblaster 
fusion gun 
haywire lance (only on jetbike) 
mono-catapult 
powerweapon 
khaindar rocketlauncher with starswarm rockets 
may take items of the old relics 
 
wraithseer: 70 pts 
ws 5 bs 5 s 3 t 3 w 2 i 5 a 1 ld 9 as - 
 
old nemesis, ghost marks, battletrance, psyker level 2, 
 
fleet, independent character. 
 
rune armor, shuriken pistol seer stave. 
 
wraith mark : select a enemy unit at any point in the game 
 
within 24" of the wraithseer. all wraith units attacking or shooting that target reroll missed rolls of 1s on to hit rolls 
 
voice of the dead : if you select a wraithseer as HQ. wraithguard and wraithblades are troops instead of elite he can roll on runes of battle and telepathy. no further upgrades for him 
 
runeprophet is runes of fate, divination and telepathy btw. 
 
seer council: 35 pts 
ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as - 
 
old nemesis, battletrance, psyker level 1, fleet. 
rune armor, shuriken pistol, hagun zar. 
 
psychic powers: runes of battle only. 
 
options: up to additional 9 seer's 
each model may take a runespear instead of hagun zar. 
each model may take a jetbike 
 
you may have one seer council for each primary 
 
detatchmend. they may be in a unit and can be split up like 
 
wolf guard. each runeseer you cannot attach sticks to his 
 
unit (max 1 per attached unit) 
guardians, storm guardians, windrider jetbike squadron, 
 
support weapon platform batter. 
 
asuryans avengers (still troops) 65 points 
ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+ 
exarch +1 ws, bs, i, a and 3+ as 
 
old nemesis, counter attack, battle trance, fleet. 
 
aspect armor, (heavy for exarch), hunt catapult. plasma 
 
grenades. 
 
options: up to 5 additional avengers 
1 may be a exarch 
the exarch may take instead of his hunting catapult: 
twin linked hunting catapult 
powerweapon and shuriken pistol 
asuryans sword and shuriken pistol 
powerweapon and flickershield 
the exarch may take up to 2 powers: 
disarm 
shield of grace 
battleluck 
the unit may get a serpent as dedicated transport 
 
swooping hawks: (fast attack) 80 points for 5 
ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+ 
exarch got +1 ws, bs, i, a and 3+ as 
 
old nemesis, uprise, messenger of victory, battle trance, fleet. 
 
aspect armor (heavy for exarch) laserblaster, impuls mines, plasma grenades. falcon grenade launcher, falcon 
wings. 
 
messenger of victory: a unit completly containing models with this special rule do not scatter while deepstriking. 
 
uprise: a unit completly containing models with this special rule can "uprise". remove the unit and put it in active 
 
reserve. may not be used in the same turn they appeared. 
 
may take : up to 5 additional hawks 
one may be a exarch 
the exarch may exchange his laserblaster for a 
falcon claw or a sunbeamer 
the exarch may get a power weapon 
the exarch may take 2 powers: 
night vision 
sniper vision 
hit & run 
 
heavy support : black khaindar: 3 man 90 pts 
ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 3+ 
exarch got +1 ws, bs, i, a 
 
old nemesis, slow and purposeful 
 
heavy aspect armor, khaindar rockelauncher with 
 
starswarm rockets and khaindar targeting array. 
 
may take up to 7 additional khaindar 
one may be a exarch 
he may exchance his weapon for a shuriken cannon 
eldar rocketlauncher with plasma and starstrike rockets, 
 
may take additional anti air rockets 
or the orkan rocket launcher 
if the exarch got a khaindar rocketlauncher he may get 
 
additional starstrike rockets. 
he may take up to 2 powers: 
night vision 
sniper vision 
fire hail 
may take a serpent as dedicated transport 
 
and old nemesis is hatred slaanesh (daemon and mark of) aswell as a -1 on the ld when doing fear tests against slaanesh units. 
 
power weapon = power weapon, you can decide what model. its a power weapon in the book. nothing more 
 
next up: 
spears of khaine: (fast attack) 75 points for 3 
ws 4 bs 4 s 3 t 4 w 1 i 5 a 1 ld 9 as 4+ 
exarch got +1 ws, bs, i, a and 3+ as 
 
old nemesis, outflank, skilled rider, battle trance 
 
heavy aspect armor, haywire lance. eldar jetbike 
 
may take up to 6 additional ones 
one may be a exarch 
the exarch may exchange his haywire lance for a 
 
powerweapon or starlance 
the exarch may take up to 2 powers 
monsterhunter 
disarm 
hit & run
      
      
      
      
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   29.05.2013 14:24 | 
  
   
     
        
      
     
      
     
     
   
      
  
      
    
     
     
     
     
     
     
     
     
     
     
     
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     Stormgarde  
      
      Bürgermeister von Zirl
        
      
        
 
  
  
 Dabei seit: 22.12.2005 
    Beiträge: 25.465 
  
 
 
  
    
     
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      warpspiders: fast attack 95 points for 5 
ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 as 4+ 
exarch got +1 ws, bs, i, a and 3+ as 
 
they are infantry with jet pack 
 
old nemesis, battle trance, fleet, hit & run 
 
heavy aspect armor, monothrower (may spelled wrong, 
 
sorry) warpjump generator. 
 
may take up to 5 additional spiders 
one may be a exarch 
he may exchange his monothrower for a twin linked one or 
 
mono - blaster 
he may get a pair of power blades 
he may take up to 2 powers: 
sniper vision 
fire hail 
assassin 
 
crimson hunters: fast attack 160 points for 1 
its a flyer 
bs 4 f 10 s 10 r 10 with 3 HP 
the exarch got +1 bs 
 
skyhunter, perfect shot, vector dancer 
 
2 laserlances, 1 pulsar. 
 
its only 1 flyer always, he may be upgraded to be a exarch 
he can exchance his both laserlances for starcannons 
he may take both powers: 
night vision 
sniper vision 
 
guardians: troops: 10 for 90 points 
ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+ 
plattform : ws - bs - s - t 5 w 1 i - a - ld - as 3+ 
old nemesis, battle trance, fleet. 
 
aramid armor, shuriken catapult 
plasma grenades 
 
may take up to 10 additional guardians 
for each 10 in the unit one can get a weapon platform: 
shuriken cannon 
haywire laser 
laserlance 
starcannon 
eldar rocketlauncher with plasma and starstrike rockets 
 
may take a serpent as Dedicated transport 
 
storm guardians: 90 points for 10 also troops 
ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+ 
 
old nemesis, battletrance, fleet 
 
aramid armor, shuriken pistol, chainsword, plasma grenades. 
 
may take up to 10 additional 
up to 2 may exchange chainsword + pistol for 
flamer, fusionbeamer 
 
up to 2 (additional to the above) may exchange their 
 
chainsword for powerswords 
 
may take a serpent as transport 
 
war walkers: heavy support: 60 pts for one 
ws 4 bs 4 s 5 f 10 s 10 r 10 i 5 a 2 hp 2 
 
old nemesis, battletrance, scout, fleet 
 
2 shuriken cannons 
forcefield 
 
may take up to 2 additional ones 
each shuriken cannon may be exchanged for the 
 
following: 
laserlance 
haywire laser 
starcannon 
eldar rocketlauncher with plasma and starstrike rockets. 
 
may also buy additional anti air rockets. 
may take vehicle upgrades 
they got the 5+ invul. base. yes. they are open topped 
 
however (dont know if before just do it for you guys) 
 
windrider jetbike squadron: troops 51 points for 3 
ws 4 bs 4 s 3 t 4 w 1 i 5 a 1 ld 8 as 3+ 
 
old nemesis, battle trance 
 
aramid armor, eldar jetbike 
 
may take up to 7 additional ones 
for each 3 in the unit one may exchange the twin linked 
 
shuriken catapult on the bikefor a shurken cannon 
 
support weapon platform battery: 30 points for 1 with 2 
 
guardians 
guadian: ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+ 
platform got nothing except T 7 W 2 and a 3+ as 
 
special rules (only guardians) old nemesis, battle trance, fleet. 
 
guardians : aramid armor, shuriken catapult, plasma 
 
grenades 
 
platform : mono- weaver 
 
may take up 2 to additional platforms including guardians 
 
may exchange the mono- weaver for a 
(sorry prolly wrong translation here) infrasound cannon 
or a warpcannon 
 
vyper squadrons: fast attack 1 for 50 points 
 
bs 4 f 10 s 10 r 10 2 hp 
 
shuriken cannon, twin linked shuriken catapult 
 
may take 2 additional vypers. 
 
each vyper may echange the shuriken cannon for: 
starcannon 
laserlance 
haywire laser 
eldar rocketlauncher with plasma and starstrike rockets 
every vyper may exchange the twin linked shuriken 
 
catapult for a shuriken cannon 
may take vehicle upgrades 
 
fire prism: 125 for it 
bs 4 f 12 s 12 r 10 3 hp 
 
fire prism, twin linked shurikencatapult 
 
may exchange the shuriken catapult for a shuriken cannon 
may take vehicle upgrades 
 
falcon: heavy support (as fire prism) 125 points 
bs 4 f 12 s 12 r 10 3 hp 
 
pulsar, shuriken cannon, twin linked shuriken catapult. 
 
transport capacity : 6 
 
may exchange the shuriken cannon for : 
starcannon 
laserlance 
haywire laser 
eldar rocket launcher with plasma and starstrike rockets 
may exchange the twin linked shuriken catapult for a 
 
shuriken cannon 
may take vehicle equipment 
 
shadowweaver: (that wd one) 115 pts 
bs 4 f 12 s 12 r 10 3 hp 
 
mono- cannon 
twin linked shuriken catapult 
 
may exchange the twin linked catapult for shuriken cannon 
may take vehicle upgrades 
 
serpent: 115 points (dedicated transport) 
bs 4 f 12 s 12 r 10 3 hp 
 
twin linked shuriken cannon, twin linked shuriken catapult, 
 
serpent shield 
 
capacity : 12 
 
may exchange the tl shuriken cannon for: 
twin linked laserlance 
twin linked starcannon 
twin linked haywire laser 
twin linked eldar rocketlauncher with plasma and starstrike 
 
rockets. 
may exchange the tl shuriken catapult for a non twin linked 
 
shriken cannon 
 
may take vehicle upgrades 
 
harlequins: 5 for 90 pts (elite) 
harlequin: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as - 
deathjoker: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as - 
fateseer: ws 5 bs 4 s 3 t 3 w 1 i 6 a 2 ld 9 as - 
mastermime: ws 5 bs 4 s 3 t 3 w 1 i 6 a 3 ld 9 as - 
 
furious charge, fleet, hit & run 
 
shuriken pistol, cc weapon, harlequin belt, holocoat. 
 
may take additional 5 harlequins 
one may be a deathjoker exchanging the cc weapon and pistol for a screamer cannon 
one may be a mastermime exchanging the cc weapon for a harlequin whip. may exchange the whip for a powersword 
one may be a fateseer becoming psyker lv 1 and granting 
 
him hallucination grenades. 
each harlequin may exchange the CCW for a whip. 
up to 2 may exchange the pistol for a fusionpistol 
 
the fateseer is psyker level 1 and got only 1 power: 
veil of teirs: blessing. 
every enemy shooting on the fateseer and his unit has to roll 2d6 x 2 to see if they are within range. if they are not they cannot decide to shoot on a different target 
 
rangers: troops 60 points for 5 
ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 8 as 5+ 
 
old nemesis, move through cover, infiltrate, battle trance, 
 
stealth, fleet. 
 
aramid armor, ranger sniperrifle, shuriken pistol. may take up to 5 additional rangers 
 
wraithlord (heavy support 120 pts 
ws 4 bs 4 s 8 t 8 w 3 i 4 a 3 ld 10 as 3+ 
 
old nemesis, fearless 
 
2 shuriken catapults 
 
each shuriken catapult may be exchanged for flamers. 
 
may take a ghostglaive. 
may take up to 2 of the following: 
shurikencannon 
laserlance 
haywire laser 
starcannon 
eldar rocketlauncher with plasma and starstrike rockets 
 
wraithguard: 160 for 5 
ws 4 bs 4 s 5 t 6 w 1 i 5 a 1 ld 10 as 3+ 
 
old nemesis, fearless, bulky 
 
phantombeamer (sp) 
up to 5 additional ones 
the whole unit may exchange the beamers for 
 
warpscythes 
the unit may take a serpent 
 
wraithblades: also elite 160 base for 5 
ws 4 bs 4 s 5 t 6 w 1 i 5 a 1 ld 10 as 3+ 
 
old nemesis, fearless, bulky 
 
2 ghostblades 
 
may take up to 5 additional 
the unit may exchange the ghost blades for ghost axe and 
 
forceshield 
 
may take a serpent 
 
(you can give those fucks with a seer in it a 2+ armor 
 
save.. just saying... but psychic powers come later ) 
 
wraithknight (you guys been waiting? ) heavy support 240 
 
points 
ws 4 bs 4 s 10 t 8 w 6 i 5 a 4 ld 10 as 3+ 
monstrous creature with jumppack 
 
old nemesis, fearless 
 
2 heavy phantombeamer 
 
may exchange both beamer for: 
ghostglaive and scattershield 
suncannon and scattershield 
 
may take up to 2 of the following (in any combination): 
shuriken cannon 
haywire laser 
starcannon 
 
sumach wraithhunter: fast attack : 185 pts 
 
bs 4 f 10 s 10 r 10 3 hp 
 
psyker level 1, psyker crew, vector dancer 
 
he always comes with the terrify psychic power (telepathy) 
 
no roll allowed 
 
2 heavy warpscythes, ghostbreaker, soulstones. 
 
striking scorpions: elite : 85 points for 5 
ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 3+ as 
exarch : +1 ws, bs, i and a 
old nemesis, move through cover infiltrate, battle trance, 
 
stealth, fleet 
 
heavy aspect armor, shuriken pistol, plasma grenades, 
 
scorpion sword, mandiblasters 
 
may take up to 5 additional 
one may be a exarch 
may replace the pistol for scorpion scissors 
may replace the sword for ripping blade 
may replace the pistol and the sword for a 
 
scorpionscimiat (sp) 
may take 2 powers: 
monster hunter 
assassin 
crushing blow 
 
may take a serpent 
 
banshees: elite 75 points for 5 
ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 4+ as 
exarch +1 ws, bs, i a and 3+ as 
acrobatic, old nemesis, battle trance, fleet 
 
aspect armor, heavy aspect armor (exarch), shuriken 
 
pistol, power sword, banshee mask 
 
may take up to 5 additional ones 
 
one may be a exarch 
may exchange the powersword for: 
triskele or deathblade 
the exarch may exchange the pistol and power sword for 
 
2 mirror blades 
she may take up to 2 powers: 
fear 
disarm 
shield of grace 
 
may take a serpent 
 
asurmen: 220 pts 
 
old nemesis, eternal warrior, fearless, counter attack, hand 
 
of asuryan, battle trance, fleet, independent character 
 
exarch powers: 
battle luck and shield of grace 
 
phoenix armor, twin linked hunting catapult 
 
hand of asuryan: if you play him he always has to be the 
 
warlord... he rolls d3 times on the warlord chart. rerolling 
 
doubles. holy cow o.o 
 
relic: sword of asur: s +1 ap 2 master crafted, soulcut (for 
 
each failed save by this blade the enemy has to make a ld 
 
test. if he fails, instant death) 
 
karandras: 230 points 
ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+ 
 
old nemesis, move through cover, eternal warrior, 
 
fearless, infiltrate, battle trance, night vision, fleet, 
 
shrouded (o.o) independent character 
 
phoenix armor, scorpion sword, scorpion scissors, 
 
plasma grenades. 
 
exarch powers: assassin, monster hunter 
 
warlord trait: the 1st one. always 
 
his relic, sting of the scorpion: in cc at iniatiative step 10 
 
he causes a single automatic hit at strength 6 on a enemy 
 
in base contact. if he is within a challenge the hit has to go 
 
to the challenger. nothing else. 
 
jain zar: 200 pts 
ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+ 
 
acrobatic (counter attack for exarch and unit) old nemesis, 
 
eternal warrior, fearless, battle trance, fleet, independent 
 
character. 
 
phoenix armor. 
 
exarch powers: fear, disarm 
 
relicts: 
silent death: 
shooting 12" s user ap 2 assault 4 
close combat: s user ap 2 melee. 
 
blade of destruction: 
s user ap 2 melee, rending 
 
mask of jain zar: if jain zar assaults the WS and initiative of 
 
every enemy in the close combat is reduced by 5 
 
(minimum 1) 
 
always comes with the 3rd warlord trait 
 
 
fuegan: 220 pts 
 
ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+ 
 
old nemesis, eternal warrior, fearless, battle trance, fleet, 
 
independent character, unbreakable resolve, feel no pain. 
 
phoenix armor, fire pike, melta bombs 
 
exarch powers: fire hail, crushing blow 
 
relic axe of fire: s user ap 1 melee, armourbane 
 
unbreakable resolve: on the end of each phase in which 
 
fuegan lost a wound his S and his A increase by 1 for 
 
each lost wound. last until the end of the game. 
 
always comes with the 5th warlord power. 
 
maugan ra 
ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+ 
 
old nemesis, eternal warrior, fearless, hatred (chaos 
 
daemons) battle trance, fleet, independent character, relentless phoenix armor 
 
exarch powers: night vision, fire hail, sniper vision 
 
relic : maugetar: 36" s 6 ap 5 assault 4 rending, pinning 
in close combat : s +2 ap 3 melee 
 
always has the 5th warlord trait 
 
baharroth: 195 
 
ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+ 
 
old nemesis, uprise, messenger of victory, eternal warrior, 
 
fearless, battle trance, fleet, night vision, shining sun, 
 
independent character 
 
phoenix armor, falcon claws, haywire mines, plasma 
 
grenades, falcon grenadelauncher, falcon wings. 
 
exarch powers: battle luck, hit & run 
 
shinging sun: every enemy that is within 6" when baharroth 
 
deepstrikes count as having been hit by a weapon with the 
 
blind special rune. 
 
relic : shinging blade: s user ap 3 melee, blinding. 
 
always has the 3rd warlord trait 
 
eldrad: 205 
ws 5 bs 5 s 3 t 4 w 3 i 5 a 1 ld 10 as - 
 
old nemesis, the path beyond, battle trance, psyker level 
 
4, fleet, independent character. 
 
psychic powers : runes of fate, telepathy and divination 
 
shurken pistol, hagun zar, ghost helm, runes of protection, 
 
runes of clarity. 
 
relics: 
armor of the last runes: 
3+ invul 
 
staff of ulthamar: s user ap 3 melee, lifebane, force weapon, soubound 
 
soulbound: whenever eldrad passes a psychic tests he rolls a d6 on a 5+ he gains 1 warpcharge. 
 
path beyond: after both sides have deployed but before 
 
scouting moves are made you may redeploy d3+1 units. 
 
you cannot switch from on the table in reserve or from reserve on the board 
 
always comes with the 2nd warlord trait 
 
i will skip ilic however. i want one thing for you to see for yourself 
 
however if you play him you can make rangers to pathfinders for +13 pts per model. granting precision shots on 5+ and shrouded. (in addition to stealth) 
 
and no you dont need anything to play a seer council, they are just 1 unit per primary detatchment 
 
mono-blaster : 18" s 6 ap 1 rapid fire, monofilament, pinning 
mono- catapult : 12" s 6 ap - assault 2 monofilament 
mono- weaver: 48" s 6 ap 6, heavy 1 small blast, monofilament, barrage. 
mono-cannon: 
scattered: 48" s 7 ap 6 heavy 1 larg blast, monofilament, pinning, barrage 
concentrated: flame s 7 ap 6 heavy 1 monofilament, torrent. 
 
monofilmanet: if the targeted unit has initiative 3 or less (or nothing) the strength of the weapon counts as beeing one point higher. on a wound roll of 6 thiw weapon wounds automatically and counts as ap 1 
units with mixed initiative use the highest initiative. 
 
orkan rocketlauncher: 
36" s 4 ap 3 heavy 2 small blast, barrage. 
 
fire prism: 
scattered: 60" s 5 ap 3 heavy 1 large blast 
concentrated: 60" s 7 ap 2 heavy 1 small blast 
lance mode : 60" s 9 ap 1 heavy 1 lance 
 
ranger rifle: 36" sx ap 6 heavy 1 sniper 
 
shuriken pistol : 12" s 4 ap 5 pistol, shurikenstorm 
shuriken catalpult : 12" s 4 ap 5 assault 2 shurikenstorm 
huntinc catapult : 18" s 4 ap 5 assault 2 shurikenstorm 
shurken cannon : 24" s 6 ap 5 assault 3 shurikenstorm 
screamer cannon : 24" s 6 ap 5 assault 3 pinning, shurikenstorm 
 
shurikenstorm : to wound rolls of 6 count as automatically wounded with ap 2 
 
scorpion saber (the exchangeable weapon for pistol and sword): 
shooting: 12" s 4 ap 5 assault 2, shurikenstorm 
melee: s+1 ap 5 melee, rending. 
 
scorpion scissiors: 
shooting: 12" s 4 ap 5 assault 2 shurikenstorm 
melee: sx2 ap 2 melee (not unwieldly) 
 
starcannon : 36" s 6 ap 2 heavy 2 
suncannon: 48" s 6 ap 2 heavy 3 small blasts 
 
star lance: 
shooting: 6" s 8 ap 2 assault 1 lance 
melee: s 8 ap 2 melee, impact, lance 
 
triskele: 
shooting: 12" s 3 ap 3 assault 3 
melee: s user ap 3 melee 
 
warpscythe: flamer s 4 ap 2 assault 1 warprift 
heavy warpscythe: 18" s 4 ap 2 assault 1 small blast, warprift 
phantom beamer: 12" s 10 ap 2 assault 1 warprift 
warpcannon: 24" s 10 ap 2 heavy 1 small blast warprift 
heavy phantombeamer( or wraithbeamer) 36" s 10 ap 2 assault 1 warprift 
 
warprift not vehicle units get automatically wounded on a to wound roll of 6 and also causes instant death. against vehicles every penetration roll of 6 is a penetrating hit. 
 
asuryans sword: s user ap 2 melee, soulcut: 
 
for each unsaved wound caused by it the model has to pass a ld test or gets removed from play. 
 
energy blades: 2 weapons: s user ap 3 melee 
 
ghost axe: s +2 ap 2 melee, unwieldly 
ghost glaive: s +1 ap 2 melee, master crafted 
ghost sword: s +1 ap 3 melee 
 
harlequin whip : s user ap - melee, rending 
 
ripping blade: s +2 ap 4 melee, two handed 
 
runespear: 
shooting: 12" s 9 ap - assault 1 fleshbane 
melee: s user ap - melee, lifebane, armourbane 
 
scorpion sword: s +1 ap 6, melee 
 
mirror blades: 2 weapons: s user ap 3 melee, mastercrafted 
 
deathblade: s 
s +2 ap 2 melee, two handed 
 
seer staff: s user ap - melee, lifebane, armourbane, soulblaze 
 
Relics 
relics: 
 
broken piece of anaris: 
s +2 ap - melee, rending, vauls work 
 
vauls work : the user of the weapon has the fearless rule. in a challenge attacks made with this weapon have the fleshbane and instant death special rules 
 
faolchus wing: 
 
a model with faolchus wing may decide in its shooting phase to run 48", if it does so it may not shoot , attack or cast psychic powers, the model may reroll failed coversaves until the beginning of the next phase (why do i think about the flash here....) 
 
fireblade: 
 
s+1 ap 3 melee, soulblaze, conflagration 
 
conflagration: if the soulblaze special rule of this blade causes a unsaved wound roll a d6 for every unith within 6" of that unit (friend and foe). if you roll a 6 the unit gets hit by soulblaze aswell. 
 
hunting rifle of uldanoreth 
120" s x ap 3 heavy 1 sniper. 
 
mantle of the laughing god: 
the user loses the independent character special rule but gains stealth, shrouded, hit & run and can reroll failed cover saves 
 
phoenix jewel: 
only one use. before the user of the jewel gets taken off the board as casuality roll a d6. on 1 nothing happens, on a 2+ center the last blast template of the user. every unit hit by the template, friend andf oe suffer as many s4 ap 6 hits as they got models in the unit. if at least one unsaved wound was caused, the user does not get removed from the table but remains in play with 1 remaining wound. 
 
soulstone of anath'lan 
 
every time the user of the soulstone tryies to cast a psychic power he may decide to reduce the warpcharge cost of the psychic power by 1 (minimum 1). if he does so he cannot use his rune armor until the rest of his turn. (not bad actually. since you got the invul back at the enemy turn) 
 
okay last thing: psychic powers: 
 
runes of battle: each power has 2 effects. one for you and one for the enemy 
 
primary: 
either : blessing: the psyker and his unit have the shrouded special rule 
or : a enemy unit within 18" loses the shrouded special rule 
 
1. 
either : witchfire: flamer s 5 ap 4 assault 1 soulblaze 
or: blessing: heals a lost wound on a model in a unit within 18", cannot restore dead models. 
 
2. 
either: blessing: the psyker and his unit have the fearless special rule 
or: malediction: a enemy unit within 18" reduces its LD by -3 
 
3. 
either: blessing: the psyker and his unit have +1 ws and I 
or : malediction: a enemy unit within 18" have -1 ws and I 
 
4. 
either: blessing: the psyker and his unit increase their armorsave by 1 (yes. 2+ armor for wraithguard/blades!!) 
or: a enemy unit within 18" reduces its armorsave by 1 (terminators get powerarmor, lol) 
 
5. 
either: blessing: the psyker and his unit run additional 3" 
or: malediction: a enemy unit within 18" cannot run 
 
6. 
either: blessing: the psyker and his unit have +1 S 
or: malediction: a enemy unit within 18" has -1 S 
 
next up, runes of fate 
 
primary: 
blessing: friendly unit within 24" may reroll failed to hit rolls 
 
1. 
focused witchfire: 24" a enemy model suffers 3 hits with the strength of the runeprophet and the special rule lifebane. 
if a model gets killed by this targets another model with 2 hits. if one gets killed by that, the last one gets hit 1 time. 
 
2. 
malediction: 24" range, if the target is a non vehicle unit all failed to wound rolls may be rerolled against the target. if the target is a vehicle every attack against it can reroll failed armor pen rolls 
 
3. 
witchfire: 24" s 3 ap - assault 1 larg blast, haywire, lifebane, pinning 
 
4. 
blessing: the runeprophet gains d3+2 token. at the ending of each phase the runeprophet has to roll a d6. on a 1-3 one token gets removed. on a 4+ nothing happens until the end of the next phase. 
as long as the runeprophet has at least one token his stats get increased by: 
WS, BS, I +5 and attacks +2. he also gains the rampage and fearless special rules. 
 
if the runeprophet loses the last marker or the game ends he is removed as a casuality. 
(this isnt even my final form!) 
 
5. 
blessing: a friendly unit within 24" may reroll all failed saves 
 
6. 
focused witchfire: 24" 
the runeprophet and the target both roll a d6 and add their ld. 
 
if the target result is higher, the runeprophets WS and BS gets reduced to 1. 
 
if the result is equal the target model reduces its WS and BS to 1. 
 
if the runeprophets result is higher the target suffers as many wounds as there was a difference in the result. in addition WS and BS gets reduced to 1. no armor or coversaves allowed.
      
      
      
      
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   29.05.2013 14:25 | 
  
   
     
        
      
     
      
     
     
   
      
  
      
    
     
     
     
     
     
     
     
     
     
     
     
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     Stormgarde  
      
      Bürgermeister von Zirl
        
      
        
 
  
  
 Dabei seit: 22.12.2005 
    Beiträge: 25.465 
  
 
 
  
    
     
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   04.06.2013 09:15 | 
  
   
     
        
      
     
      
     
     
   
      
  
      
    
     
     
     
     
     
     
     
     
     
     
     
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     Kurl Veranek  
      
      Komet alda
        
      
        
 
  
  
 Dabei seit: 07.11.2006 
    Beiträge: 13.889 
  Herkunft: Vomp Armeen: Füße auf Steinen 
 
 
   Themenstarter  
    
     
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      Ja und schienbar recht gut. 
 
Und wer hats geschrieben....... 
 
Scheinbar Mat Ward.....
      
      
  __________________ Sa'an'ishar 
 
In pain there is life, in darkness endless strength. 
 
Sometimes it's better to light a flamethrower than curse the darkness. 
 
Keelah se'lai! 
      
      
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   04.06.2013 09:34 | 
  
   
     
        
      
     
      
     
     
   
      
  
      
    
     
     
     
     
     
     
     
     
     
     
     
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     Stormgarde  
      
      Bürgermeister von Zirl
        
      
        
 
  
  
 Dabei seit: 22.12.2005 
    Beiträge: 25.465 
  
 
 
  
    
     
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      Dh es kommt noch Sam Hain und bei den Marines wirds dann auch alle möglichen Orden zur Vollpreiserweiterung geben. Lol neuer gw Kauf Ansporn
      
      
      
      
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   04.06.2013 09:38 | 
  
   
     
        
      
     
      
     
     
   
      
  
      
    
     
     
     
     
     
     
     
     
     
     
     
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