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====Special Characters==== *'''[[Eldrad]] Ulthran:''' If a normal Farseer is a Jedi, then Eldrad is a tall almighty Yoda. Also invented both [[Just as Planned]] and Not as Planned. He's the big [[cheese]] of the Eldar army; he's basically got all the possible options for a normal Farseer wrapped together into one package with a slew of tricks to add to the deal, minus the mobility of a jetbike. At his core Eldrad is an enhanced Farseer, T4, 3++ (so it's like he is a Psyker with a Storm Shield) and mastery level 4. There is no Eldar army that couldn't be improved by adding this guy. He comes stock with the regular Farseer gear, and improved rune armor (3++ instead of 4++). Eldrad rolls off the Divination, Sanctic, Telepathy and Runes of Fate tables like other Farseers. Hilariously enough, the 7th edition codex has reduced his points cost a bit. Probably because he lost his The Path Beyond rule. **'''Staff of Ulthamar:''' This thing is Eldrad's personal license to print money and coin a monopoly on the tears of your enemies. As a weapon it beats out the other Farseer weapons easy, fleshbane, AP3, force, it is just THAT good, enough said really. Then if Eldrad isn’t currently stomping in melee the staff augments his powers in a fun way. Every time he casts a power (of which he can cast 5 - 6 if you spring for Psychic Focus), he has a 33% chance to regain a warp charge, which considering the number of warp charges you can have may make your Psychic phase last much much longer than it needs to be. This warp charge can be spent however you want: force weapon, casting a power you haven't cast yet, etc. You could (with luck) fire off several powers AND have enough left over to kill with a force weapon in a single turn (just remember that psykers are limited to X cast attempts where X is their mastery level; so even if Eldrad has dice left over he himself is done after 4 casts that phase). Eldrad also [[Gandalf|carries a Witchblade as well as his Staff]]. Both of these weapons are Melee but neither of them have Specialist Weapon OR Requires Two Hands. That means he gets a +1A to his stats due to having two melee weapons equipped. Therefore he can dish out 2A with Fleshbane at AP3 (or Force as well if you activate it) per turn. With 3++, he will be able to do some damage, even against [[Abaddon|challenging]] [[Marneus Calgar|melee]] [[Kaldor Draigo|characters]]. *'''[[Prince Yriel]] of Iyanden:''' Once upon a time, there was a guy named Yriel who won a battle by using almost all of Iyanden's forces in an attack. This scared the guys in charge of Iyanden who said, "Hey! We could've gotten attacked while you were gone!" To which Yriel replied, "Yeah, but you didn't," to which they replied, "That's it! You're fired!" So Yriel went off to be a pirate for a while. While he was busy counting his loot, some Tyranids came and attacked Iyanden so the guys in charge were all like, "Crud! We wish Yriel was here to save us!" So Yriel comes back, gets a magic spear of awesome and saves the day, but now he's cursed and slowly dying as the spear sucks out his chi or something. Yeah, this guy needs his own anime show or something. He gets the reserve rule the Autarch gets, but instead of buying aspect warrior war gear, he has a spear so awesome it consumed a black hole (and a monocle): **'''The Spear of Twilight:''' An armourbane, fleshbane ''AP3'' spear, making his low strength a null point and his high Init and Attacks fantastic. This allow him to threaten a lot of foes but also has the downside of forcing him to reroll 6s on saves in melee, shitty. Yriel is a master of fighting basically anything lacking a 2+ armour save, and with a lucky roll from a nearby warlock might even not care, given the warlocks ability to debuff armour saves. Against the right foe he hits hard, fast and often. **'''Eye of Wrath:''' For real laughs, send him charging heroically solo into any squad of MEQ and activate his Ambush of Blades warlord trait and his patented Eye of Wrath finisher move. Sadly he has to attack before most opponents pile-in, but this throws down an S6 AP3 pie plate that will deliver a hit for every single goddamn model that's under that pieplate. Alternately challenge someone, kill him and let his angry buddies pile in, and hit EVERY ONE of them next turn. *'''[[Illic Nightspear]]:''' Rangers are followers of a path that’s very off road for other Eldar, they go against the grain of Eldar’s path based society enough they have trouble fitting in. Now the old standby troop slot just got an HQ to call their own. Illic is a big noise maker and with good reason, he's powerful in his own way and offers some great tactical options for the army (unlike Autarchs). First up his stats, nothing to write home about in fact it all looks kind of...WHOA BS9! His weapon is now ALMOST twin-linked but he has no need for guide honestly. Next up his built in warlord trait, giving him split fire for free, allowing him to hide in a squad of dudes but shoot other dudes than the dudes his squad is shooting at...dude. He has shrouded which he gives to attached squads because why the fuck not, Hatred+Preferred enemy Necrons, which is cool and lovable. But wait there's more, any and ALL shots fired by Illic are precision shots, meaning he gets to choose which head goes splat every time he fires his weapon. His weapon, is an AP2 sniper, meaning as long as he gets a 4+ to wound (doom) the model probably dies. If the wounding roll is a 6, the model is hit by an instant death shot, so bye-bye HQ. It can even pen tanks on a 6. It's also worth considering buying a Aegis Defence Line (ADL) and upgrading it to a Lascannon. Plop Illic behind it and he gets to control the Lascannon. And all his shots are Precision Shots. This allows you to snipe anything you want. At BS9 too. Another option is to put him in a squad of Dark Reapers. It's not a Death Star unit, but a nice one. **'''Walker of the Hidden Path:''' Illic can infiltrate ANYWHERE on the map, giving no shits about locations of enemy forces or anything like that. Oh, and he can bring some buddies along for the ride too. *'''Farseer Bel-Annath (Forge World):''' Got a massive update. Now is a Farseer crossed with a Fire Dragon for 150 points. Unlike other Farseers he has WS6, A2 and ''Stubborn'' so he fares a little bit better in melee, but not by much. He also has a fusion pistol and a unique spear which acts like a witchblade in melee, but allows him to burst a S5 AP- armourbane/fleshbane flamer template once per game. His warlord trait lets him benefit from Fire Dragons "Assured Destruction", therefore granting +1 on Vehicle Damage rolls, it also allows him to take a squad of Fire Dragons that don't take up any slots. Like any Farseer he's ML3, but his psychic power selection is fixed as ''Doom, Molten Beam & Fire Shield'' making him the only Farseer to use the Pyromancy discipline and also makes him really easy to form strategies around since you know what he gets instead of having to randomly determine powers. You can provide some added protection and melta overkill by keeping him with a Dragon squad, or combo his Fire Shield with Conceal Warlock Conclave to get a 2+ cover save. =====[[Phoenix Lords]]===== Kaela Mensha Khaine is the Eldar God of War, and the Phoenix Lords are his champions. Crunchwise. they're best thougut of as Exarches + 1. As a group, they pack awesome statlines, 2+ armor, Eternal Warrior, and Fearless. They make amazing fighters but generally are poor force multipliers as a whole. *'''Asurmen (Dire Avengers):''' 220 points. On the offence he gets Twin-linked Avenger Shuriken Catapult, an AP 2 Master-Crafted +1 S diresword. On the defense he has Shield of Grace (4++ which ups to 3++ in a challenge) and BOTH Counter Attack and Defense Tactics, so he can choose to Overwatch at BS2 (with re-rolls for Twin-Linked) or get Counter Attack and Stubborn when charged. Obviously he'll never choose the second (Hint: he already has Counter Attack and Fearless, which supersedes Stubborn, and both are conferred to his unit). Asurmen can anchor a key unit, if you want to play against the traditional grain of Eldar being a S6 alphastrike army. for some turns and hoping for the better. His most notable ability though is that he is the '''Hand of Asuryan''' and gets to roll d3 Codex: Craftworld warlord traits, rerolling duplicates. With how good the traits of the codex are, this ability has some neat potential. *'''Jain Zar (Howling Banshees):''' 200 points. Founder of the Howling Banshees, Jain is the pinnacle of close combat terrors on the battlefield. Loaded with not one, not two, but THREE Remnants of glory, she's the most heavily loaded phoenix lord in the codex. Her triskele, "Silent Death" can be tossed 12" as an assault 4 S4 Ap2 weapon. Once she's in the thick of it, her enhanced banshee mask bumfucks the enemy unit (and everyone within 6" as if to give an even bigger finger to certain blueberry armies) with -5 WS and -5 I (not only on the round in which you have charged but on ''ALL'' rounds) and also makes her and her squad immune to Overwatch. Lastly, when the Blade of Destruction comes into play, this AP2 Shredding monster can reap orks and terminators alike with oh so much blending fury. If, and I mean IF, anyone decides to try and take her in a challenge, her disarming strike rule applies, meaning she will automatically strip her enemy of one weapon, at the cost of one of her attacks. This, combined with the negative stat modifiers she inflicts, make her easily one of the top challengers in all of 40k- Abaddon, Grimnar, Dante, Draigo? They'll all be in for a rough time. Also with her fixed warlord trait (Falcon's Swiftness) and her Acrobatic rule (which the Banshees share), her and any Banshees she joins will be running d6+6". Yes, d6 plus SIX, while charging 2d6+3, and all this while having fleet. Despite her being the quintessential challenge specialist, she's not great against Monstrous Creature Characters, as her strength isn't great, and her armour save can be negated with Smash. But then again, with her speed she should be able to easily avoid them. If you want to deal with her, don't even think of going into close combat- blast her and her unit off the table with everything you've got before it's too late! (Just be careful if your opponent brings a Culexus Assassin. That thing has a counter for every one of Zar's special tricks and will reliably kill her in 2 rounds of combat). *'''Baharroth (Swooping Hawks):''' 170 points. Now the cheapest of the Phoenix Lords, and for a reason: Baharroth doesn't have any weapon capable of dealing with 2+ armour units and is quite weak in melee, while not being impressive in the shooting phase. The gun on Baharroth is basically the regular lasblaster with a higher strength and his special sword is basically a power sword with Blind. But what he gives to the table is, in one word, speed. Blinding, in every sense of the word. With is 18" regular move and 1d6+3 run move he, and his squad, can be anywhere on the table, bringing the firepower of the Hawks where it is more needed, or even dealing with Vehicles, thanks to Haywire Grenades. He also has Hit & Run so he can always escape melee, which is a GOOD thing, or tying some strong ranged units, to dodge their volley, and then finish it off in his turn. His unique ability is the sun's brilliance ability he comes with: when landing with deep strike he sets of a flash of blinding light, causing foes within 6" of him to make an Init test or go blind for the turn. Having also Herald of Victory (never scatter when Deep Strike) this can be used with utterly lethal precision. [[Derp|Unlike his aspect, though, he strangely doesn't have Intercept]]. *'''Karandras (Striking Scorpions):''' 200 pennies. Karandras is basically the Uber-Ninja of wh 40k. More than capable of stomping over most enemies with ease, very effective at [[Anal circumference|striking from an unexpected quarter]]. He has all the rules of Striking Scorpions plus Night Vision, and his Scorpions Bite is a super version of the normal Mandiblaster, automatically hitting a target at initiative 10 and wounding him on 2+ (4+ if GC) and ignoring armour saves. Following that, his melee options lies in his strength boosting sword (that you will NEVER USE) useful only for giving him +1 attack for wielding 2 non-specialist weapon, or, more importantly, the Scorpions Claw, a power fist that is so much more than just a power fist, striking at full initiative and without the Specialist Weapon bullshit. He's taken a bit of a blow in the combat department, since he lacks Monster Hunter and, unlike his Exarchs, [[Derp|who should have learned everything from him]], he can't gain an extra attack for each step of initiative he has over an enemy. But on the plus side, if he Infiltrates he gets Shrouded until he shoots or fights. Alternatively, he can automatically arrive (with a squad of Scorpions) from reserves on turn 2, and he get to choose from which table edge he wants to enter from. [[Awesome|This includes your opponent's]]. Maybe not the strongest Phoenix Lord in the Shooting nor Melee department, but he's unpredictable and can strike from the shadow targeting your opponent's weak points, making for a real good strategic character, like he should be. *'''Fuegan (Fire Dragons):''' 220 points. Sadly, Fuegan forgot how to double-tap with his Firepike, but he can now re-roll any single dice during the shooting phase, add +1 to the result on the Vehicle Damage Chart and he also got a flat increase on his base strength (being now the only Phoenix Lord without the exact stat-line of all others). He doesn’t have an invuln save but he does boast Feel no Pain, making him an even more durable lord than most, and then there is his special rule: each time he suffers an unsaved wound he gains +1 to his Strength and Attacks for the rest of the game, and considering he already has an AP1 axe that hits at initiative with Armourbane, he's pretty much guaranteed to kill MSUs. If a renewer warlock bro happens to be anywhere nearby he could just heal from said wounds (even in combat) and get back to doing what Fuegan does best, ruining Christmas, Easter and birthday parties. An expensive Lord that will have to be used with care, but that will wreck faces (and Vehicles) if done right. *'''Maugan Ra (Dark Reapers):''' 195 points. Like his previous incarnation Maugan Ra either still cannot remember what his reaper gun is supposed to do or reapers on the whole just didn't follow big daddy’s rules right to the letter. Sporting shorter range but more dakka than reapers, Maugan Ra is a serious bastion of firepower, just not in the same way as Dark Reapers. S6 AP5 isn’t a great weapon for armored targets, however it does have rending, which helps a little. If that doesn't satisfy you, he can also fire Assault 1 Poisoned (2+) AP5 Rending shots with Pinning that causes Bio-Cataclysm (If a non-vehicle model dies to this gun,drop a Large Blast template where he used to stand. Everyone under that takes an S5 AP4 hit that ignores cover). Rules-wise he has Night Vision and Hatred (Chaos Daemons), or, more importantly, Whirlwind of Death, that let him fire the Maugetar twice using either of these ammo types, even at two different targets, which is seriously boss. Also don't forget his Warlord Trait, which gives him Split Fire, or the profile of melee profile of Maugetar, basically a power scythe with +2 S and Ap 3, making him not bad against anything but TEQ. All in all, a really good ranged lord with a decent potential in melee. *'''Irillyth (Shadow Spectres) (Forge World - recently updated IA11):''' A Phoenix lord only just back from the dead, this guy will wreak a vengeance on your foes. Like his aspect warriors, he causes fear, but will actually have a possible chance to use it, as he does have Hit & Run and some kind of power lance (like S+1 AP3 normally and S+2 AP2 on charge), that can also shoot three S7 AP2 shots (which can also be turned into single S10 AP2 hit per Ghostlight rule). But still, remember that the Shadow Spectres are not close-combat oriented, so rest oh his squad are probably don't want to be there. Also for some reasons have Night Vision and Acute Senses special rules. The one thing that seems stupid and gimmicky at first glance is the Shadow of Death rule. However, the Eldar and their Dark kin can do all sorts of shenanigans with leadership, like Hemlock Wraithfighter, Armour of Misery, Soulfright Grenades, etc, so that probably may be useful depending on your opponent. All in all, he is a cool, fluffy choice that still presents some serious kick at range, especially with his own aspect warriors.
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