Eldar
-Feature: Fleet to Foot – Speed 8
*** Harlequins – Melee Striker
-Feature: Furious Assault – Gain +2 to attack and +2 to damage when charging in to combat.
-Feature: Hit and Run – Gain +4 Reflex against OA.
-Armor: Holo-suit – Save +3, ignores penetration.
-Wounds:
*** Rangers – Ranged Striker
-Feature: Stealth – Cover provides an additional +2 armor save bonus.
-Feature: Infiltrate – May start scenario anywhere on the board that is at least 18″ from an objective.
-Feature: Piercing Rifles – When firing rifles, always roll against wound threshold 9.
-Armor: Chameleoline – Save +5
-Wounds: 4, Threshold: 12
-Defense: F/R/W 15/18/13
Long Rifle with Focused Scope
-Ranged Attack: Shuriken Long Rifle – Rng 36, Att +7, Pen 5, Heavy, Hit: Dmg 2d8+4
-Melee Attack: Shuriken Pistol – Att +4, Pen 5, Hit: Dmg 1d6+1
-At-Will: Careful Attack – Att +9, Pen 5, Heavy, Hit: Dmg 2d8
-Daily: Dread Strike – Rng 36, Att +7, Pen 5, Heavy, Hit: Dmg 3d8+4 and target is immobilized 1 turn
Long Rifle with Flachette Rounds
-Ranged Attack: Shuriken Long Rifle – Rng 36, Att +7, Pen 5, Heavy, Hit: Dmg 2d8+4
-Melee Attack: Shuriken Pistol – Att +4, Pen 5, Hit: Dmg 1d6+1
-At-Will: Flachette Spread – Rng 36, Att +7, Pen 5, Heavy, Hit: Dmg 2d8, roll twice and take the highest
-Daily: Clost-Combat Shot – Reaction: Enemy comes within melee range of you, Att +7, Pen 5, Hit: 3d8+4 Dmg
*** Farseer – Elite Ranged Leader
-Feature: Fortune – Once per turn you may nominate a squad within 6″ of you. When that squad makes armor saves, they may roll twice and keep the best result.
-Armor: Rune Armor – Save +9, ignores penetration.
-Wounds: 6, Threshold 10
-Defense: F/R/W 13/16/19
Eldritch Master
-Ranged Attack: Shuriken Pistol – Rng 12, Att +4, Pen 5, Hit: Dmg 1d6+1
-Melee Attack: Witchblade – Att +3, Ignores Armor Saves, Hit: Dmg 1d8+1
-At-Will: Psychic Scream – Rng 12, Att +7 vs Will, Hit: Dmg 1d6+5, -2 to attacks next round.
-Daily: Eldritch Storm – Rng 18, Burst 5, Att +7 vs Fort, Hit: 1d8+4 Dmg, immobilized
Doombringer
-Ranged Attack: Shuriken Pistol – Rng 12, Att +4, Pen 5, Hit: Dmg 1d6+1
-Melee Attack: Witchblade – Att +3, Ignores Armor Saves, Hit: Dmg 1d8+1
-At-Will: Guide – Minor: You or an ally you can see may re-roll a missed attack roll on their turn.
-Daily: Doom – Rng 18, Minor: Until end of combat, target is -2 defenses and takes +1d8 dmg from all attacks.
*** Wraithlord – Elite Brute
*** Utility Gear
Medkit – Remove one wound or restore a fallen squad mate.
Plasma Grenade – Range 10, Burst 2, Attack +3 vs Reflex, Pen 2, Hit: 1d10+4 Dmg
See my other posts about modding D&D 4ed with 40K here, here, and here. Over the weekend I had a couple hours to start fleshing out stats. None of the following has been play tested, but it uses the DMG’s rules for constructing NPCs so it should, in theory, be table-ready.
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