Download - Asurmen s Academy by DaveV
ASURMEN’S ACADEMY: The Return of Ancient Days
Astronomi-con Winnipeg 2010
July 24th-25th
Presented by Dave Violago
REMNANTS OF WAR
The battlefield is silent. An Eldar Farseer stands surrounded by the
detritus of war – a group of smouldering armoured vehicles. On the
ground around her are dozens of Human bodies, their laser rifles fallen
from nerveless hands.
Movement draws her eye. Armour glitters in the dim light. Acolytes of
the Fire Dragon and Dire Avenger Shrines move among the dead Human
soldiers, picking up map cases, commo units, and other items of
equipment.
To the west, an Autarch in purple armour stands next to a grounded
Eldar skimmer. A riderless jetbike hovers in place nearby. The Farseer,
levitating just above the ground, moves towards the Autarch.
She passes the burnt out hulk of a Human heavy tank. As she floats in
front of it, she peers briefly through a large rent in the shattered front
armour, and notes the condition of the driver. A charred spinal column
rests against the seat back; a scatter of limb bones lie beneath the
controls.
The Farseer approaches the grounded Wave Serpent tank. It sits at a
slight angle, leaning against a feature in the ground. The Autarch steps
up to face the seer and braces to attention - her helmeted head shakes
once, forestalling any speech.
Dropping lightly to the ground, the Farseer peers into the open cockpit
of the skimmer. The pilot sits in place, dressed in brown synthi-leather,
with close-cropped hair that is scorched and blackened at the back of
the neck.
The corpse is that of a young Eldar woman. The Farseer stretches out
her hand, caressing the pilot’s brow. She leans in and plucks a shining
gem from the pilot’s tunic. The seer places it in a pouch at her waist.
The pouch is partially full with other Spirit Stones, all pulsing with the
energy of the essences within them.
Another figure in bright teal armour jogs up. He halts in front of the
Farseer as she turns around. His crested helmet nods once each to the
seer and her companion.
Turning back to the seer, he says, “Milady, we’ve finished policing the
area.”
The Farseer shoots a glance at the Autarch. The latter sketches a salute
and steps off towards the Aspect Warriors milling about in the distance.
“Mount up!” the Autarch barks. “We’re done here.”
Cover drawing by Dust-989, used with the permission of the artist.
Number/squad: 1 Farseer (p.26, p.28 & p.60 Eldar)
Unit Type: Eldar Jetbike
Farseer Psychic Powers: Doom, Fortune
Weapons: Singing Spear
Wargear: Eldar Jetbike, Ghosthelm, Rune Armour, Runes of Warding
SPECIAL RULES
Doom: Used at the start of the Eldar turn. No LOS required. Target one 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. (p.28 Eldar)
Fortune: Used at start of turn. No LOS required. One unit within 6" may re-roll
saves until the start of the next Eldar Turn. (p.28 Eldar)
Eldar Jetbike: (p.53 WH40K)
- Movement: Move 12" over terrain. Start/end move in Difficult Terrain, takes
Dangerous Terrain test. Land on top of Impassable Terrain, takes
Dangerous Terrain test. (Dangerous Terrain p.14 WH40K)
- Turbo Boosters (USR p.76 WH40K) - move 18"- 24" over terrain, gain 3+ cover
save, conditions apply.
- Shooting: Fire one weapon per rider. Relentless (USR p.76 WH40K) – fire as if
stationary and still assault.
- Assault: Move 6" in Assault phase. If not Assaulting, affected by Difficult
Terrain as in Movement phase.
- Fall back 3D6", treating Difficult Terrain as Dangerous. (Dangerous Terrain
p.14 WH40K)
- Confers 3+ armour save and +1 Toughness (not vs. Instant Death). (Instant
Death p.26 WH40K)
Ghosthelm: Prevent Perils of the Warp attack on D6 roll of 3+. (p.26 Eldar)
Independent Character: Skilled Rider (USR p.76 WH40K) – bikers re-roll failed
Dangerous Terrain test.
Psyker: (p.50 WH40K, p.28 Eldar)
- Psykers affect Wraith Sight up to 6”
- Farseer Psychic Tests: Roll 2D6 against Leadership stat.
- Perils of the Warp: On a Psychic Test roll of 2 or 12, Psyker is attacked.
Suffers 1 wound; no armour or cover saves, must pass invulnerable
save twice (but see Ghosthelm). If roll “2” power works even if
wounded/killed.
Rune Armour: Confers a 4+ invulnerable save. (p.26 Eldar)
Runes of Warding: All enemy Psychic tests must be taken on 3D6, suffering a
Perils of the Warp attack on any roll of 12+. (p.26 Eldar)
Singing Spear: 12" Range; Sx; AP6; Assault 1; Wounds on 2+; Strength 9 vs.
vehicles; Two handed (p.27 Eldar)
CIARA LORCÁIN
HQ
Most Farseers shepherd their
Craftworld from a safe vantage
point within the Dome of
Crystal Seers. Ciara Lorcáin
provides leadership to the
Swordwind‟s Aspect Warriors
directly on the battlefield.
Ciara is a relative newcomer to
the Path of the Witch. She
formerly trod the Path of the
Warrior as an acolyte of the
Howling Banshee Shrine.
The Witch Path beckoned, and
she commenced her current
journey only a few Standard
decades ago. The intricacies
and challenges of runic lore
have quickly drawn her mind
far down this path. So much so
that she feels she can never
turn back.
She is known for saying “She
who sees the doom of others
can deliver it.”
Pts WS BS S T W I A Ld Sv
Ciara Lorcáin 158 5 5 3 3/4 3 5 1 10 3+/4++
Pts WS BS S T W I A Ld Sv
Saoirse Riagáin 133 6 6 3/6 3/4 3 6/10 3/4 10 3+/4++
Number/squad: 1 Autarch (p.29 & p.60 Eldar)
Unit Type: Eldar Jetbike
Weapons: Fusion Gun, Haywire Grenades, Laser Lance, Plasma Grenades,
Shuriken Pistol, Twin-Linked Shuriken Catapults
Wargear: Eldar Jetbike, Banshee Mask, Forceshield
SPECIAL RULES
Eldar Jetbike: (p.53 WH40K)
- Movement: Move 12" over terrain. Start/end move in Difficult Terrain, takes
Dangerous Terrain test. Land on top of Impassable Terrain, takes
Dangerous Terrain test. (Dangerous Terrain p.14 WH40K)
- Turbo Boosters (USR p.76 WH40K) - move 18"- 24" over terrain, gain 3+ cover
save, conditions apply.
- Shooting: Fire one weapon per rider. Relentless (USR p.76 WH40K) – fire as if
stationary and still assault.
- Assault: Move 6" in Assault phase. If not Assaulting, affected by Difficult
Terrain as in Movement phase.
- Fall back 3D6", treating Difficult Terrain as Dangerous. (Dangerous Terrain
p.14 WH40K)
- Confers 3+ armour save and +1 Toughness (not vs. Instant Death). (Instant
Death p.26 WH40K)
Banshee Mask: In the first round of an assault, counts as Initiative 10.
(p.31 Eldar)
Forceshield: Confers a 4+ invulnerable save. (p.29 Eldar)
Independent Character: Skilled Rider (USR p.76 WH40K) – bikers re-roll failed
Dangerous Terrain test.
Master Strategist: May choose to add 1 to all Reserves rolls while still alive,
whether she is in play or not; a roll of “1” still fails. (p.29 Eldar)
SAOIRSE RIAGÁIN
HQThe Path of Command is very
demanding. To become an
Autarch, an Eldar needs to
travel multiple Paths of the
Warrior, and still be able to
retain themselves from getting
lost on the path and becoming
an Exarch. The Autarch is able
to use a wide variety of
wargear, reflecting his or her
experience with all facets of
warfare. They can use almost
any piece of weaponry from
the Aspect Shrines, although
not artifacts exclusive to the
Exarchs.
Saoirse has chosen to wield
weapons and wargear
associated with the Shining
Spear, Howling Banshee and
Fire Dragon Shrines.
She is the head of the
Farseer‟s battle staff. She
advocates defeating an
adversary through shock,
brought about by movement.
Her motto is “Preempt,
dislocate, disrupt.”
“Only when you have fallen screaming upon
those who know they are already dead can
you understand the Banshee.”
- Anthrillien Morningchild, Autarch of Yme-Loc
Unit Type: Vehicle (Skimmer, Tank, Fast); Transports 12 models (p.45 & p.63
Eldar, p.71 WH40K)
Weapons: Twin-Linked Shuriken Catapults, Twin-Linked Missile Launchers
SPECIAL RULES
Energy Field: The prow is protected by an Energy Field. Protects the Front and
Side arcs. Ranged weapons >S8 are reduced to S8; hits will never roll more than
+1D6 for their AP; does not affect close combat attacks or the Rear arc (p.45
Eldar).
Dire Avengers take to the
battlefield as well-rounded
infantry, armed with the
traditional weapons of the
Eldar, Shuriken Catapults
(although theirs are improved,
with a greater range than
standard Shuriken Catapults).
The Companions constantly
hone their skill at arms. Foes
often underestimate the
firepower that the Companions
can generate.
TROOPSCOMPANIONS
FENCING MASTER
Wave Serpent
BS
[120] 12 12 10 3
Pts Front Side Rear
Number/squad: 6 Dire Avengers. (p.30 & p.64 Eldar) [72 pts]
Unit Type: Infantry
Weapons: Avenger Shuriken Catapults.
SPECIAL RULES
Fleet: Unit may assault in the same turn it has Run. (USR p.75 & Run! p.16
WH40K)
Pts WS BS S T W I A Ld Sv
Dire Avengers 192 4 4 3 3 1 5 1 9 4+
Unit Type: Vehicle (Skimmer, Tank, Fast); Transports 12 models (p.45 & p.63
Eldar, p.71 WH40K)
Weapons: Twin-Linked Shuriken Catapults, Twin-Linked Bright Lances
SPECIAL RULES
Energy Field: The prow is protected by an Energy Field. Protects the Front and
Side arcs. Ranged weapons >S8 are reduced to S8; hits will never roll more than
+1D6 for their AP; does not affect close combat attacks or the Rear arc (p.45
Eldar).
Dire Avengers are the oldest
and most numerous of all the
Aspect Warriors. They
represent the Aspect of the
War God as „Noble Warrior.‟
The Blood Redeemers have
made an oath to be unstinting
in their devotion to the Eldar
race.
They have the honour of once
serving under Asurmen himself.
He unexpectedly materialized,
aiding in bitter fighting against
Khornate forces on Kasr Rorn.
TROOPSBLOOD REDEEMERS
PEACEMAKER
Wave Serpent
BS
[135] 12 12 10 3
Pts Front Side Rear
Number/squad: 5 Dire Avengers. (p.30 & p.64 Eldar) [60 pts]
Unit Type: Infantry
Weapons: Avenger Shuriken Catapults.
SPECIAL RULES
Fleet: Unit may assault in the same turn it has Run. (USR p.75 & Run! p.16
WH40K)
Pts WS BS S T W I A Ld Sv
Dire Avengers 195 4 4 3 3 1 5 1 9 4+
Unit Type: Vehicle (Skimmer, Tank, Fast); Transports 12 models (p.45 & p.63
Eldar, p.71 WH40K)
Weapons: Twin-Linked Shuriken Catapults, Twin-Linked Shuriken Cannons
SPECIAL RULES
Energy Field: The prow is protected by an Energy Field. Protects the Front and
Side arcs. Ranged weapons >S8 are reduced to S8; hits will never roll more than
+1D6 for their AP; does not affect close combat attacks or the Rear arc (p.45
Eldar).
The Fire Dragon Aspect is
modeled after the dragon of
Eldar myth – a sinuous, fire-
breathing reptile representing
wanton destruction.
Fate‟s Tears is a squad of
hardened professionals. They
are fanatically devoted to
Ciara. Without hesitation,
Fate‟s Tears will burn down
anyone standing before them.
ELITESFATE’S TEARS – First Chorus
THE KID
Wave Serpent
BS
[100] 12 12 10 3
Pts Front Side Rear
Number/squad: 5 Fire Dragons. (p.32 & p.62 Eldar) [80 pts]
Unit Type: Infantry
Weapons: Fusion Guns and Melta Bombs.
SPECIAL RULES
Fleet: Unit may assault in the same turn it has Run. (USR p.75 & Run! p.16
WH40K)
Pts WS BS S T W I A Ld Sv
Fire Dragons 180 4 4 3 3 1 5 1 9 4+
“The stars themselves once lived and died
at our command,
and yet you still dare to oppose our will.”
- Farseer Mirehn Bielann
Unit Type: Vehicle (Skimmer, Tank, Fast); Transports 12 models (p.45 & p.63
Eldar, p.71 WH40K)
Weapons: Shuriken Cannon, Twin-Linked Shuriken Cannons
SPECIAL RULES
Energy Field: The prow is protected by an Energy Field. Protects the Front and
Side arcs. Ranged weapons >S8 are reduced to S8; hits will never roll more than
+1D6 for their AP; does not affect close combat attacks or the Rear arc (p.45
Eldar).
The role of the Fire Dragons is
to attack heavily-armoured
targets with superheated
plasma.
Ancient Whispers carries the
second chorus of Fate‟s Tears
into battle. With her great
speed, she can deliver them
wherever Ciara decrees that
they are needed most.
ELITESFATE’S TEARS – Second Chorus
ANCIENT WHISPERS
Wave Serpent
BS
[110] 12 12 10 3
Pts Front Side Rear
Number/squad: 5 Fire Dragons. (p.32 & p.62 Eldar) [80 pts]
Unit Type: Infantry
Weapons: Fusion Guns and Melta Bombs.
SPECIAL RULES
Fleet: Unit may assault in the same turn it has Run. (USR p.75 & Run! p.16
WH40K)
Pts WS BS S T W I A Ld Sv
Fire Dragons 190 4 4 3 3 1 5 1 9 4+
“There is no art more beautiful and diverse
than the art of Death.”
- Laconfir of Biel-Tan
Warp Spiders take their name
from tiny creatures which
move throughout the
wraithbone core of the
Craftworld. They melt their
bodies into the infinity circuit
and crystallize at a new
location. These tiny warp
spiders hunt and destroy alien
psychic fragments that might
otherwise corrupt the
wraithbone core.
This Warrior Aspect personifies
the doctrine of aggressive
defense. By use of short warp-
jumps, they can make sudden
and totally unexpected
attacks.
Soul Hunter was trapped long
ago on the Warrior Path.
Obsessively, he keeps a careful
count of the lives he destroys.
In his battlesuit, he looks like a
Daemon from ancient legend.
The Dream Weavers strike deep
into the heart of the enemy,
surprising their foes. The
surprise never lasts for very
long.
Their motto is “No barrier
shall thwart our purpose.“
FAST
ATTACK
DREAM WEAVERS
Number/squad: 5; Exarch Soul Hunter leads 4 Warp Spiders. (p.36 & p.65 Eldar)
[127 pts]
Unit Type: Jump Infantry
Weapons: Soul Hunter is armed with two Death Spinners. Warp Spiders are armed
with Death Spinners.
Wargear: Warp Jump Generators.
SPECIAL RULES
Jump Infantry: (p.52 WH40K)
- Movement: May move 12" over terrain. Start/end move in Difficult Terrain, take
Dangerous Terrain test. Land on top of Impassable Terrain, take
Dangerous Terrain test. (Dangerous Terrain p.14 WH40K)
- Assault: Assault 6", affected by Difficult Terrain as normal infantry.
- Fall back 3D6", treating Difficult Terrain as Dangerous.
Warp Jump Generators: (p.36 Eldar, Deep Strike p.95 WH40K)
- Move as Jump Infantry (p. 52 WH40K)
- May make second jump in Assault phase when not assaulting or fighting in an
assault; move 2D6" in direction nominated. May make second jump even
if Deep Striking. Model dies if ends move in impassable terrain. If roll
doubles, one model dies. Finish moving as Jump Infantry.
Pts WS BS S T W I A Ld Sv
Soul Hunter [39] 5 5 3 3 1 6 2 9 3+
Warp Spiders 127 4 4 3 3 1 5 1 9 3+
FAST
ATTACK
BREAKING WAVES
Vyper Squadron
BS
210 10 10 10 3
Pts Front Side Rear
Number/squad: 3 Vyper Jetbikes. (p. 41 & p.65 Eldar) [210 pts]
Unit Type: Vehicle (Skimmer, Fast, Open-Topped).
Weapons: Each Vyper is armed with a Scatter Laser and a Shuriken Cannon
SPECIAL RULES
Units of Vehicles - Squadrons (p.64 WH40K)
- Movement: All squadron vehicles move at same speed band, e.g. Combat
Speed. All vehicles have to maintain 4” coherency.
- Shooting: All squadron vehicles shoot at the same unit. When shot at, use
common Armour Value or, if different, use AV of facing of the closest
vehicle. Controlling player allocates glancing and penetrating hits. RE:
damage results: treat all “Immobilized” results as “Destroyed
(Wrecked)”, and treat all “Stunned” results as “Shaken”.
- Assault: Enemy models roll to hit and for armour penetration against the
squadron as a whole. Damage results are as above.
Vyper jetbikess are highly
mobile weapons platforms,
capable of laying down a
withering hail of fire even at
high speed. Although not
heavily armoured, their ability
to skim quickly through the air
provides them with as sure a
defense as any amount of thick
armour plating.
Breaking Waves moves around
the periphery of battle,
darting out of cover to snipe at
targets of opportunity, then
fading away again. This
stealthy mode of warfare
raises much ire among the
Swordwind‟s foes.
HEAVY
SUPPORT
WAR PRAYER
Night Spinner
BS
115 12 12 10 3
Pts Front Side Rear
Number/squad: 1 Night Spinner grav tank. (p.25 WD365, p.71 WH40K) [115 pts]
Unit Type: Vehicle (Skimmer, Tank, Fast).
Weapons: Twin-Linked Doomweaver, Twin-Linked Shuriken Catapults
The Night Spinner artillery
vehicle spins threads of
monofilament wire known as
the Chain of Vaul, named after
the unbreakable bonds of Eldar
legend.
This particular tank is named
after her most renowned pilot,
who was killed in action
fighting against the Tyranids.
The crew of War Prayer are not
afraid of sacrificing
themselves, as long as they are
protecting the citizens of the
Craftworld.
_____________________________________________________________
Total Cost: 1500 Points
# Models: 36
# Scoring Units: 2
“Let not the fear of death stay your hand
nor defeat your courage.”
- Phoenix Lord Maugan Ra
WEAPONS
(p.68 Eldar; Twin-Linked weapons re-roll misses, p.31 WH40K)
Avenger Shuriken Catapult 18" Range; S4; AP5; Assault 2 (Assault Weapons p.28 WH40K)
Bright Lance 36” Range; S8; AP2: Heavy 1; Lance (Lance p.32 WH40K)
Death Spinner 12" Range; S6; AP-; Assault 2 (Assault Weapons p.28 WH40K;
Exarch with 2 Death Spinners counts as Assault 4)
Doomweaver 12”-72” Range; S6; AP-; Heavy 1; Barrage; Large Blast; Rending;
Monofilament Web (Mark units hit, the next time units move they count as
being in both Difficult and Dangerous Terrain. Barrage p.32 &
Rending p.31 WH40K, Doomweaver p.25 WD365)
Fusion Gun 12" Range; S8; AP1; Assault 1; Melta (Assault Weapons p.28 &
Melta p.32 WH40K)
Haywire Grenades One attack against vehicles (pp.63, 70 & 73 WH40K).
D6: 1 = NE, 2-5 = Glance, 6 = Penetrating hit (p.35 Eldar)
Laser Lance 6" Range; S6; AP4; Assault 1; Lance (Lance p.32 WH40K;
S6 Power Weapon when initiating an assault, p.37 Eldar)
Melta Bombs One attack w/ 8+2D6 AP (exceptions apply: Vehicles p.63, Fast Vehicles p.70,
Walkers p.73 WH40K)
Missile Launcher 48" Range; S8; AP3; Heavy 1 or S4; AP4; Heavy 1; Blast; Pinning
(Blast p.30 & Pinning p.31 WH40K)
Plasma Grenades Negate initiative penalty for assaulting enemy through cover (p.36 WH40k);
One attack w/ 4+D6 AP (p.63 WH40K)
Scatter Laser 36" Range; S6; AP6; Heavy 4
Shuriken Cannon 24" Range; S6; AP5; Assault 3
Shuriken Catapult 12" Range; S4; AP5; Assault 2
Shuriken Pistol 12" Range; S4; AP5; Pistol (Pistol Weapons p.29 WH40K)
Singing Spear 12" Range; Sx; AP6; Assault 1; Wounds on 2+; S9 vs. vehicles; 2 handed
(p.27 Eldar, Assault Weapons p.28 WH40K)
ABBREVIATED ROSTER
Ciara Lorcáin (1#, 158 pts; ½=79 pts)
1 Farseer @ 158 pts ( Doom; Fortune; Runes of Warding; Eldar Jetbike; Singing Spear)
Saoirse Riagáin (1#, 133 pts; ½=67 pts)
1 Autarch @ 133 pts (Banshee Mask; Eldar Jetbike; Laser Lance; Fusion Gun)
Companions (7#, 192 pts; ½= 96 pts)
6 Dire Avengers @ 72 pts
Fencing Master – 1 Wave Serpent @ 120 pts (TL Missile Launchers)
Blood Redeemers (6#, 195 pts ; ½=98 pts)
5 Dire Avengers @ 60 pts
Peacemaker – 1 Wave Serpent @ 135 pts (TL Bright Lances)
Fate's Tears - 1st Chorus (6#, 180 pts ; ½=90 pts)
5 Fire Dragons @ 80 pts
The Kid – 1 Wave Serpent @ 100 pts (TL Shuriken Cannons)
Fate's Tears - 2nd Chorus (6#, 190 pts; ½=95 pts)
5 Fire Dragons @ 80 pts
Ancient Whispers - 1 Wave Serpent @ 110 pts (Shuriken Cannon; TL Shuriken Cannons)
Breaking Waves (3#, 210 pts; ½=105 pts)
1 Vyper Squadron @ 210 pts
1 Vyper (Scatter Laser; Shuriken Cannon)
1 Vyper (Scatter Laser; Shuriken Cannon)
1 Vyper (Scatter Laser; Shuriken Cannon)
Dream Weavers (5#, 127 pts; ½=64 pts)
4 Warp Spiders @ 88 pts
Soul Hunter – 1 Exarch @ 39 pts (Death Spinner x2)
War Prayer (1#, 115 pts; ½=58 pts)
1 Night Spinner @ 115 pts
Total Roster Cost: 1500 points