Eldar Scouts


The Eldar rangers in the new rule book more represent guardian scouts that fight for the Eldar Craftworlds. This is hardly the resilient, independent, world-weary warriors as described in the old Eldar codex. So I made my version of the Eldar outcasts, here they are.


Eldar Scouts

WS BS S T W I A Ld Sv
4 5 3 3 1 5 1 9 5+



Squad:
The squad consists of between 5 to 10 Eldar Scouts.
Weapons:
Shuriken pistols and close combat weapons.
Options:
Each Eldar Scout may have up to 50 points of wargear from the Eldar Scout wargear list.
Transport:
The squad may be transported in a wave serpent.
In the right circumstances Eldar Scouts have the ability to work their way into a forward position on the battlefield. To represent this they may setup using the infiltrators rule, but only if the mission allows infiltrators to be used.

Wargear

The following wargear is for Eldar scouts only.
Eldar long rifle: 6 pts
Master long rifle: 10 pts
Hallucinogen toxin: 5 pts
Nitronic gel: 10 pts
Disruptive bolt: 8 pts
Daemonic bolt: 8 pts
Posionous toxin: 6 pts
Armour peircing ammo: 8 pts
Needle pistol: 6 pts
Shrieker pistol: 12 pts
Neuro Disrupter: 18 pts
Hand Flamer: 8 pts
Acid Flamer: 16 pts
Pack grenade launcher: 14 pts
Hallucinogen grenades: 4 pts
Magnetic rail gun: 45 pts
Bionic arm: 15 pts
Bionic leg: 15 pts
Bionic eye: 15 pts
Bionic organs: 15 pts
Cameleoline cloaks: 5 pts
Anti-lock emitter: 10 pts
Luck Stone: 5 pts
Scanner: 2 pts
Displacer field: 50 pts
Goggles: 2 pts
Targeter: 5 pts
Gravity nullifier: 15 pts
Self destruct device: 10 pts
Teleporter field: 20 pts
Combi-weapon: 20 pts
Frag grenades: 1 pts
Krak grenades: 2 pts
Power weapon: 15 pts
Plasma pistol: 15 pts
2 Shuriken pistols: 8 pts
Shuriken catapult: 5 pts
Lasblaster: 3 pts
Shuriken shrieker cannon: 35 pts
Narcotics(frenzy): 12 pts
Narcotics(hyper): 12 pts
Narcotics(no fear): 8 pts
Wave scrambler: 45 pts
Aegis suit: 15 pts
Haywire grenade: 10 pts
Power axe: 18 pts
Teleport jammer: 20 pts
Vortex grenade: 100 pts
Stasis grenade: 30 pts
Plasma grenade: 10 pts
Smoke grenades: 5 pts
Magnetic-lock boots: 14 pts
Cybernetic implants: 30 pts
Web pistol: 15 pts
Master-crafted weapons: 4 pts
Fusion gun: 8 pts
Melta bombs: 5 pts

Scout wargear explained in detail
Only the wargear that hasn't been explained in the 3rd Ed rule book and Codexes will be displayed here


Master long rifle

The Master long rifle is a more advanced version of the Eldar long rifle which is mainly used for assasination missions. The weapon has a longer barrel giving it more range and has it's own special targeting system. This weapon always hit's on a 3+ for the to hit roll and can be equiped with up to 3 other types of ammunition. It comes with the standard sniper rifle ammo.

Hallucinogen toxin

Hallucinogen toxin is a upgrade for models with Eldar or Master long rifles, the 5 points is added on top of the rifle cost. The model targetered makes an armour save and to wound roll as normal but if the shot wounds he/she must roll on the hallucinogen table at the start of each of his turns to find out what happens.

Nitronic gel

Nitronic gel is a special adapted toxin for use in the Master and Eldar long rifles. It works by exploding a nitrogen cell projectile inside the targets body and freezing the inside of their body. Make all the normal rolls to hit, save and wound, but if shot wounds the target he/she is killed instantly regardless of the number of wounds they have.

Disruptive bolt

The disruptive bolt is a special electronic device fired from the Master of Eldar long rifles. It causes an EMP shock wave that destroys all electronic equipment in a small area. If the firer hits the target than all fields, power weapons and power fist(claws or gloves) on th