| Crack Shot.....15 pts An Exarch with the
Crack Shot power adds +1 to his D6 dice rolls to hit when shooting. He may also
shoot at targets at extreme range - this being defined as between normal maximum range and
half as far again. For example, a shuriken catapult has a normal maximum range of
24" and an extreme range of 24-36". Shots at extreme range suffer the same
"to hit" penalty as long range and the extra +1 to hit does not apply.
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Bounding Leap......10 pts The Exarch may
leap 4" in addition to his movement during the move phase. He may make a normal
move and leap, run and leap or charge and leap but he can only leap once during the turn.
A leap will take the Exarch over any man high obstacle without penalty, including
enemy models. In addition, the Exarch can leap out of hand to hand combat at the end
of any hand to hand combat phase without suffering any penalty whatsoever.
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Mighty Strike......5 pts If the Exarch
inflicts 2 or more hits then he may choose to exchange all hits for a single hit with a
Strength bonus. The bonus equals +1 for each extra hit scored, so you could exchange
2 S4 hits for a single S5 hit or 3 S4 hits for a single S6 hit and so on.
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Tough......10 pts The Exarch is incredibly
resilient.
His Toughness characteristic is increased by +1.
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| Turn Aside Blow......5 pts An Exarch with
the Turn Aside Blow power may parry in hand to hand combat even if he does not have a
sword or another weapon suitable for parrying. The Exarch knocks aside blows using
the flats of his hands, absorbing any damage by special armored inserts. In
addition, the Exarch may force his enemy to re-roll up to two attack dice when parrying
rather than just one. |
Battle Fortune......10 pts The Exarch with
this skill is protected from death by fate itself. He may re-roll any failed saving
throw for his Exarch armor. Note that this power apllies only to the Exarch's Exarch
armor and not to other defences he may have.
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Distract......5 pts The Eldar weaves an
entrancing rune to distract his foe in hand to hand combat. All the Exarch's foes
count double the value of any fumbles. When they roll a 1 on their attack dice this
adds +2 to the Exarch's combat score rather than the usual +1.
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Stealth......10 pts The Exarch moves with
the psychic forces of nature, disguising his presence amidst the greater psychic flow.
To mortal eyes he appears shadowy and ghost-like and is very hard to hit. Any
enemy shooting at short range suffer -1 to hit penalty, while any enemy shooting at long
range suffer a -2 penalty. |
| Disarm......5 pts If an Exarch wins a hand
to hand combat ( ie he has the highest combat score) then he may disarm his enemy rather
than strike any hits that turn. The Exarch causes no its, but the enemy
automatically loses one weapon of the Exarch's choice. This weapon is destroyed and
can no longer be used. |
War Shout......5 pts An Exarch with this
skill cries a fearsome War Shout as he charges. This causes fear and the
enemy must take a psychology test for fear as appropriate.
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Sustain Attack......5 pts If an Exarch has
this power he may increase the range of his follow-up attacks to 4"
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Resolve......10 pts An Exarch with this
skill is immune to all psychology and need never take a Break test.
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| Crushing Blow......5 pts An Exarch with
Crushing Blow skill has a +1 Strength bonus in hand to hand combat. This bonus
applies not only to the Exarch's own Strength value but also to the Strength value of any
close combat weapon he is using.
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Fighting Fury......5 pts An Exarch with
this skill receives a +1 Attack bonus. His Attacks characteristic value is increased
by +1.
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Fast Shot......25 pts If an Exarch has Fast
Shot skill then he may shoot twice in the shooting phase. He can shoot at the same
target or at two seperate targets as you wish.
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