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==Eldar Rules and Wargear== ===Eldar Special Rules=== '''Ancient Doom:''' Pretty much every unit in the book has this rule. On the one hand, you get Hatred against anything Slaaneshi. On the other hand, you take Fear tests at -1 Ld against Slaaneshi units. This more or less evens out; the average Leadership of the Eldar is high enough that the -1 won't usually matter, although it does mean that Fear might actually matter for the first time this edition. Hatred is nice, but it will only affect the first turn of combat, and most Eldar units don't want to be in close combat anyway. So, all in all, a fluffy but largely pointless addition to the army. '''Battle Focus:''' One of the most interesting Special rules, and one that Kelly himself admits was [[Matt Ward]]'s idea. Battle Focus is a special rule that essentially all non-Wraith units have. It allows Eldar units to run and shoot (in either order) in the same phase. This means that the threat range of an Eldar unit fluctuates by d6", and it also allows Eldar to pull off the "jump-shoot-jump" shenanigans enjoyed by Jet Pack units. Also remember that Eldar units with this rule also have Fleet, so the d6 for running can be re-rolled. It isn't a ''huge'' change, but it does allow Eldar units on foot to remain more mobile while shooting. And no, it does not affect assaulting. *On a side note, units riding jetbikes have this as well, but they can't actually Run (only Turbo Boost), so the only use of this is if you want to stick some independent character on foot into a unit of jetbikes. Since all models in a unit need to have battle focus for the rule to work, your character can join the unit and still run and shoot. Not that this will happen a lot though. ===Warlord Traits=== Note that these are the standard Warlord Traits from the Eldar Codex available to all HQ units. Most named HQs chosen as warlords have a set trait and do not give the option of rolling. #'''Ambush of Blades:''' Single use. Allows your Warlord and all Eldar units within 12" to re-roll 1s To Wound for a whole phase (shooting or assault!). This means a lot more fire will actually damage targets, but it's only for one phase, so use it wisely. Prince Yriel and Karandras have this by default #'''An Eye on Distant Events:''' You can give D3 units the ''Scout'' special rule, nasty for getting thing like Fire Dragons or Wraithguard in prime position prior to the game beginning. This one is pure awesome, Eldrad has this one by default. #'''Falcon's Swiftness:''' The Warlord and his unit get +3" when running. This makes Battle Focus more reliable and adds a significant amount of movement over time. Jain Zar and Baharroth have this by default. #'''Fate's Messenger:''' The Warlord can re-roll ''all'' saving throws of 1. #'''Mark of the Incomparable Hunter:''' The Warlord gets Split Fire. This might be useful on an Autarch or Uldaneshi long rifle bearer, but apart from that it is only useful to allow your warlord's unit to annihilate one target in the shooting phase and still be able to assault another target because of that one shuriken pistol aimed at it. If it isn't right for your warlord, you can re-roll if you're in a battleforged list. Illic Nightspear, Fuegan and Maugan Ra all have this by default (though it's redundant on the latter, since his Whirlwind of Death rule lets him do this already) #'''Seer of the Shifting Vector:''' Deep Striking Eldar won't scatter if they land within 12" of the Warlord. Some of its usefulness is undercut by the Swooping Hawks (who never scatter anyway) and the fact you generally won't want to Deep Strike near the Warlord (except Khaine), but it is potentially powerful nonetheless. ===Fighter Aces=== In Skies of Death, you now have a bonus rule allowing you to pay 35 points for one of 3 special traits for any Flyer or FMC (FGC is still debatable). #'''Dance of the Dawn''' - +1 BS. Pretty nice grab, but you can get this for your Crimson Hunters for 20 points by upgrading them to an Exarch (and get Precision Shots out of the bargain). #'''Dance of the Dusk''' - Fighter Ace can pivot 180 before moving. Pretty good to help bait with your planes, because you'll never take them on in a brawl. #'''Symbol of Khaine''' - Fellow models within 12" of a Fighter Ace with the same codex gain Hatred. Not a bright roll, as it'll force you to charge with squads that should be shooting, not chopping. ===Tactical Objecives=== *'''11 - Legacy of Sorrow:''' 1 VP for killing an enemy character. Trust me, you'll get it. *'''12 - Skyborne Assault:''' 1 VP if you kill an enemy unit with your skimmers/jetbikes. Becomes d3 if you kill three or more enemy units. *'''13 - Khaine's Wrath:''' 1 VP for charging an enemy, upped to d3 if you charge more than three. Your ideal units for this: Warp Spiders, Striking Scorpions and Howling Banshees. *'''14 - Guardians of the Hidden Path:''' Roll a d6. You get 1 VP if there are no enemies within 12" of the objective that d6 indicated. *'''15 - Strands of Fate:''' Roll a d6. Whatever that result is, you can alter it by +/- 1 if your warlord is a psyker. You get 1 VP if you own the objective that is indicated. *'''16 - Combined Strike:''' 1 VP if you killed an enemy in either the Psychic, Shooting, or Assault phase. d3 if you kill an enemy in two of those phases, and d3+3 VP if you killed an enemy in all three. ===Remnants of Glory=== The artifacts of the age long past these relics are the unique and powerful wargear that can be equipped to any combination of your Autarch, Farseer and Spiritseers HQs. Only one of each item can exist in your army at a time and each costs anywhere between 15 and 40 points. As a general rule of thumb your Autarch is the assault based HQ of choice for any of the close combat type weapons, where as your Farseer and Spiritseer both want to be back a ways and away from melee. Note that a dedicated melee Farseer can be built if you luck out on psychic powers and get something like Hammerhand or Precognition (rolled AFTER you buy gear annoyingly), but it's kinda inefficient. With the Iyanden Gifts of Asuryan gone now, one of the better weapons for a Farseer is gone anyway. *'''Shard of Anaris''': The Shard of Anaris is the all comers '''MURDER SWORD''' of the Eldar army, a piece of the original blade Anaris and damned worthy of its legend. Right out of the gate Anaris boosts the wielder's strength stat by 2 and gives them Rending and Fearless. However, the shard excels more for direct challenges between characters than all-purpose melee. Once in a challenge Anaris gains Fleshbane and Instant Death! Realistically while not a worthless buy, you’re paying for a weapon that will always lose out against the equivalent of all the other races (though at your initiative and with Rending you just gotta get one good slash in; only eternal warrior will save them). Issue this to a Jetseer in a Dark Eldar beast pack to give the whole unit fearless (which is the unit's greatest weakness) and laugh as the beast blob eats everything before it and refuses to go away. An Autarch on Jetbike with this thing is HILARIOUSLY good at killing monstrous creatures who are also characters. Daemons such as Great Unclean Ones, or even a Hive Tyrant in a pinch, are usually relying on their high toughness (which Fleshbane negates) and invul save (which will continue to work, unlike having a high Wounds stat) to protect them. If you're in a Challenge, Fleshbane plus Instant Death will serve you very well against them. *'''Firesabre''': Where Shard of Anaris is for killing off that one specific model, Firesabre is more of your generic infantry sweeper sword. Boasting +1 strength and AP3 this is a better Eldar power weapon with the Soul Blaze added feature (so it's a Space Wolves Frost Sword with Soul Blaze and Wildfire that costs 10 points more than the Wolves pay for it). Soul Blaze is the big core of the Firesabre, or at least the unique Wildfire rule that goes alongside it. Whenever the blaze deals a wound to the afflicted unit you roll a d6 for every friend and foe unit (not counting the wielder's unit) within 6” of the burning unit. On a 4+ you give them Soul Blaze as well. In reality this is a very very high gamble ability. Soul Blaze barely wounds most armies to start and needing a 4+ to propagate this weak rule doesn’t help the Firesabre’s case. An above average power weapon for a higher cost and likely not worth it (though a Spiritseer hanging around with Wraithblades might consider it just to avoid being total dead weight against MEQ). *'''The Spirit Stone of Anath’lan''': A clearly Farseer/Spiritseer-oriented item, the Spiritstone was made by a psyker for psykers. The stone allows you to drop the cost of a power you are manifesting by 1 warp charge (min. 1) at the expense of your Rune armor invulnerability save for a turn. Almost all powers from the Runes of Fate as well as a couple from the Telepathy and Daemonology disciplines are cost 2 or more. If you don’t roll any of these powers then sucks to be you by the way. Useful and affordable for support Farseers who can get good cover saves and enjoy throwing around a good whack of powers. *'''Uldanorethi Long Rifle''': Probably the simplest and most universal of the Remants, the long rifle is a sweet tool for any and all Eldar commanders. A very easy to read sniper weapon featuring AP3 and ONE HUNDRED AND TWENTY INCHES of range. 120”! This gun shoots farther than battlecannons, railguns, prism cannons, even the Icarus lascannon. Now right off the bat this item has some easy uses, thrown onto a supportseer or backline Autarch the long rifle allows your HQ to actually contribute firepower during the shooting phase. A support-built (Guide/Prescience) Farseer inside a squad of Dark Reapers hammers out a single accurate sniper shot right into an enemy unit the reapers are firing upon, cool. If your warlord wields this and rolled split fire as the warlord trait this weapon is improved in power; otherwise, it just adds to the power of existing squads, but hey, your Farseer is BS5, might as well plink off a shot or two rather than none. *'''Kurnous' Bow''': Well, no more Mantle of the Laughing God (the real Solitaire is back). Will we get Iyanden's Celestial Lance? No! Instead, you get a pistol. Not even an especially good pistol, just a measly S4 AP3 pistol with Rending. Huzzah. I think. At least it's cheap. Not actually awful, but both Autarchs and Farseers have something they'd rather shoot instead (if you're paying any attention at all). Spiritseers don't, so maybe this is a decent choice there. *'''Faolchu’s Wing''': Faolchu’s wing is the new trolling artifact, now that the Mantle's gone. During the battle focus run step the equipped model may now move 48”! This makes them faster and more mobile than jetbikes, skimmers, and even most fliers. This item does need a purpose to justify its cost, seeing how only the model may move and sacrifices the rest of the turn to do so. A tricky commander can use that insane movement to possibly launch your HQ into a held objective to suddenly contest the thing. Using a Psychic Power during the Psychic Phase will stop the Wing from being used, which limits it mostly to Autarchs. Hilariously, as the Wing grants the ability to Run, it is completely usable by an Autarch Skyrunner, even though normally Jetbikes cannot run. *'''The Phoenix Gem''': A multi-purpose item, the gem is a single use treasure that activates when the equipped HQ would be slain. Instantly engulfing the area in fire, the gem uses a large blast centered on the HQ, dealing damage with an S4 AP5 explosion. The ability can sometimes fail if you roll a 1 but usually goes off pretty easily. Then you check if the blast dealt any actual damage; if any model was dealt a wound (friend or foe), then your HQ will get back up with a single wound to stay and fight the good fight. At range this might save your support seer from death by blasting nearby allies, but generally you would rather threaten your foes. Might also come in somewhat handy for an Autarch that's going to be in the thick of it, like maybe riding around with Shining Spears or the like. ===Let's Talk About Guns=== The Eldar boast a variety of advanced weapons with nifty special rules and potential for more dakka. New codex brought some changes that you should remember to use carefully and tactically. *'''Shuriken Weapons:''' Functionally, Shuriken Weapons are very similar to Bolt Weapons. Most are S4 AP 5, making them "standard" anti-infantry. However, they all have the '''Bladestorm''' which is functionally equivalent to Rending versus non-vehicle targets. Enough Guardians and Tyranids will hate you, be warned. *'''Fusion Weapons:''' Literally, renamed Meltas. The Fusion Pistol is the exact same as the Inquisition/Blood Angel/Sisters of Battle Inferno Pistol; with only range 6, best be on a Bike so you're more likely to survive the impending explosion! Last but not least, the Fire Pike is a Meltagun with an extra 6" of range. *'''Monofilament Weapons:''' Monofilament weapons now wound against initiative if shooting at something with wounds and resolves it at AP2 on a roll of 6 To Wound. They just use base strength now against vehicles and since they aren't "wounded" there is no AP bonus on any penetrating hits. Note that for the purposes of instant death, you still compare the weapon's strength to the model's toughness. * '''Lasers:''' Unlike the puny Flashlights the easily slaughtered hammer of the Imperium uses, your blasters truly pack a punch. From the AP5 Assault 3 Lasblasters used by the Swooping Hawks (just those stats alone make it better than the Bolter, despite being a wimpy S3 like the flashlight) to the famed Brightlance renowned for its ranged anti-tank, there's some truly glorious choices. The Scatter Laser is also part of this category, but more on that below. *'''Eldar Heavy Weapons:''' Some units have the option to grab heavier weapons as add-ons or replacements for existing guns. The standard list is as follows: **'''Shuriken Cannon:''' Now not so cheap, but still reliable, the 24" shuriken cannon fires lots of nice S6 shots that pierces weak armor at base. Valuable for moderately priced dakka and augmented with Bladestorm (see above). **'''Scatter Laser:''' With 4 shots at S6 AP6, the scatter laser is quite an effective option at laying on the saves, and glancing AV10-12 to death. Unfortunately, it no longer provides Laser Lock. **'''Starcannon:''' A good but not great AP2 weapon, the Starcannon doesn't get hot like plasma weapons. Viable alternative to the scatter laser, take your pick. Or pick both if you're facing 2+ aplenty. **'''Eldar Missile Launcher:''' You take EML for its versatility. It has single target S8 AP3 starshot or a small blast S4 AP4 plasma, which both lost pinning in the newest Codex. All EMLs now get flakk missiles, I mean Starhawk missiles, which feature S7 with skyfire. However, it all comes to the price when looking at this baby - and the price is damn high. Usually more affordable in the new Codex and the Skyfire option means it actually makes sense on a lot of things now. **'''Bright Lance:''' Possibly your primary heavy armour buster, with S8 and Lance. Tear down AV13/14 and the new codex makes the bright lance more affordable by far on most models. Also handy for wrecking T4 multi-wound enemies like Crisis suits or Tyranid medium bugs. **'''Distort Weapons:''' It's time the Eldar brought the big D to the battle (no, we're not talking about Eldrad). All distort weapons are D-strength bringing all of the multiple wound, <s>ignoring FNP stuff that comes with it</s>, and ignoring ''any'' form of save on a 6, all of which is quite powerful considering how a few normal units can take them now. It's not all bullshit though, as the "Scythe" types found on the wraithfighter or instead of wraithcannons on wraithguard operate at -1 on the Destroyer table, so no chance of a deathblow with them, plus a 33% chance of nothing happening at all, as well as only counting as S4 for instant death, if somehow your target survives the buttload of saves coming their way, which will be difficult because all of the scythe types use a form of template (blast or flame, depending on the gun). Also don't be fooled when your opponent tries to say that "counting as" S4 still allows him his Feel No Pain rolls, he doesn't because it's part of the FnP rule itself that the the rolls can't be taken against destroyer hits. ===Eldar Vehicle Upgrades=== All praise Phillius Kellius for he delivered us the new upgrades that suck a little bit less. Each piece of equipment is toned down from previous incarnations and are simple effects with easy to track benefits at an affordable price tag. *'''Holo-Fields:''' 5++ invul save on your vehicles. A huge boon to your vehicles, given the [[Markerlight|many]], [[Imperial Guard|many]] ways to ignore cover in 7th Edition. *'''Power Field:''' Stock Warwalker gear, identical to Holo-fields in every respect. Gives the bastards a 5++, making them more expensive base but worth every damned penny given their low AV and hull points. *'''Star Engines:''' A simple and optional wargear for vehicles that increases their mobility even further if required. Grants an extra 6" to a flat out movement by an Eldar vehicle, which you don't really need with max speed 30" per turn except in ginormous Apocalypse maps. If equipped to a walker, said walkers run an additional 3", which is pretty handy considering they have Battle Focus. *'''Vectored Engines:''' With the upgrade the vehicle can now pivot in place immediately following its shooting attack, allows for some safe play by tanks with exposed rears. Jet in, smoke rear armor of target, pivot towards living threats with your front and side armor. Handy when transporting Fire Dragons too. Cannot be used while immobilized. *'''Spirit Stones:''' Extra Armor Eldar style, or more [[Necron|Living Metal]] Eldar style, the psyche inside the spirit stones take over in emergencies and allow the vehicle to ignore crew shaken on 2+ and crew stunned on 4+, nothing grand but nothing terrible. *'''Crystal Targeting Matrix:''' Single use. Can be used after completing a flat out movement on any non-walker vehicle, allowing the tank to fire a single weapon at full ballistic skill. Probably best on a Nightspinner or Warp Hunter to get into Torrent range fast! *'''Ghostwalk Matrix:''' Eldar dozer blades equivalent, except better, because it gives you move through cover on any speed, rather than re-roll DT tests, and only on combat speed. Nothing that will break the bank and a safe purchase if you have points to spend. If you plan to hide your tank in 4+ ruins, this is pretty much auto-take. If you take Black Guardian Vypers or Warwalkers, this can open up some impassible terrain shenanigans. *'''Serpent Shield:''' Stock Wave Serpent gear. Wargear that replaces the iconic energy field but for a good trade, while active the serpent transforms side and front based penetrating hits into mere glances on a 2+. That's good cheddar right there. Then, if you feel the serpent needs to do something, it can turn its shield into a medium-ranged energy shockwave that hits for 2D6 S6 ignore cover hits once per game. However, upon using the Serpent Shield's shooting attack, you lose its benefits for the rest of the game. *'''Mindshock Pod:''' Stock Hemlock wraithfighter gear. A 12" radius brain scrambler that causes all units within the radius to suffer a -2 leadership penalty when making morale and pinning checks, and under the new codex this only effects enemy units. Given that the Hemlock's weapons are short ranged, you can fly up over the enemy units, blast them with your D-Strength Lite weapons and force them to fail their LD tests and run off the board. ===Psychic Powers=== ====Runes of Fate==== Available to Farseers as well as Eldrad. Can be taken in addition to the Telepathy, Daemonology (Sanctic), and Divination tables from the core rulebook. Farseers can choose to roll each power off a different table, though keep in mind it will cost you Psychic Focus (Get discipline's Primaris Power for free), remember to kit your Farseer for best utility. Got slightly shuffled and simplified as of the 7th Edition Codex. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Runes of Fate Powers ! Number !! Name !! Type !! Range!! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Guide | Blessing | 24 | Unit | Guide, the most iconic and renowned power of the Farseer since time immemorial. Boosted significantly from past editions, the new Guide features a range of 24", twice the range of Prescience on the [[Warhammer_40,000/Tactics/Psychic_101#Divination|Divination]] table. The power basically twin-links the weapons of the target squad, allowing each and every model to re-roll their to-hit rolls for shooting (but unlike Prescience this only effects shooting, not assault). Under the new rules, the Farseer requires line of sight for this ability but it shouldn't be an issue. It's wonderful and grants greater power to the army on the whole, and even better, you will get it if you pick all powers from Runes of Fate (Psychic Focus!) | 1 |- ! 1 !! Executioner | Witchfire (Focused) (Profileless) || 24 || Model | {{40k-Ranged-Weapon-Profile|range=24|strength=-|ap=-|type=Assault|rof=3|rules=Fleshbane}} A focused witchfire that deals 3 hits (which land automatically because this power actually doesn't have a weapon profile) to the model "hit" in the target unit, and, thanks to Fleshbane, always wounds on 2+ regardless of Toughness. If the model dies, another model from the same unit takes 2 of the same hits, and if that model is removed from play a following model receives 1 hit. Both additional models are chosen the same way as the first one - so all three are random or all three are chosen by the caster, if you paid to focus it. | 1 |- ! 2 !! Doom | Malediction || 24 || Unit | This is another classic Farseer power and a powerful one at that, targeting an enemy within 24" and then all failed wounding/armor penetration rolls against them get a free re-roll for the turn (i.e. Shred). This is your primary assassination power, ensuring you kill that Commissar or bosspole Nob in one turn. Remember that since it's a Malediction, not a Blessing, even your non-Battle Brother allies get to re-roll against the debuffed foe, but the target will be allowed to try to Deny the Witch. | 2 |- ! 3 !! Will of Asuryan | Blessing || data-sort-value=0 | Self || Model | You get a 12" bubble of Fearless and Adamantium Will. Great for making certain that you HOLD THE LINE! Though admittedly there are other ways to get Fearless units with Eldar. Adamantium Will makes the Farseer's unit and any nearby unit with a psyker a Denying machine. Recall that fleeing units will auto-regroup upon entering the bubble and becoming Fearless, and it also cancels the effects of Going To Ground. Send your Guardians to ground in a ruin for a nice 3+, pop this, have them stand back up and unload at full BS next turn. | 2 |- ! 4 !! Fortune | Blessing || 24 || Unit | Now with 24" of range, this allows the Farseer to sit back and stay safe while the affected unit gets a re-roll on all failed saving throws AND Deny the Witch rolls until the Farseer's next turn. Remember the Farseer needs to have line of sight and it costs 2 warp charges. This is probably the strongest power ever to be available to this army. Anyone with Fortune is the absolute key to making even simple units become invincible rape trains. Warlocks, Wraithguard, shit...fucking Dire Avengers with a shimmershield start to scare the balls off of your enemy. Fortune is just one power that contributes to the lethality of a unit joined by the Seer. | 2 |- ! 5 !! Mind War | Witchfire (Focused) (Profileless) || 24 || Model | {{40k-Ranged-Weapon-Profile|range=24|strength=-|ap=2|type=Assault|rof=1|rules=Ignores Cover}} Basically a simplified version of Psychic Shriek from [[Warhammer_40,000/Tactics/Psychic_101#Telepathy|Telepathy]], and more reliable. Changed a little in 7th but with no downside to the Farseer. Like Executioner, Mind War technically has no weapon profile, so you don't have to roll to hit. Each combatant (the psyker and the model hit) rolls a 1D6 and adds the result to their Leadership (so 1D6+10 for Farseers). Then you compare the two numbers; if the Farseer scores lower, nothing happens; if there is a draw, then the model instantly has their WS and BS dropped by 1 until the end of the next turn; if the Farseer scores higher, then the target ''also'' suffers the difference in wounds with no armour or cover saving throws allowed. Great if you can hit the unit with a Warlock's Horrify power in advance (see Runes of Battle below). Note that this power will never kill more than one model (all wounds it deals are always allocated to the same one), whereas Psychic Shriek targets and affects ''units'', so its wounds get spread around (and must be spread around, as it cannot be focused). | 2 |- ! 6 !! Eldritch Storm | Witchfire || 24 || Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=3|ap=3|type=Assault|rof=1|rules=Large/Apocalyptic Blast, Haywire, Fleshbane}} Classic Eldritch Storm! 3 Warp Charges makes this thing Large Blast, [[Awesome|4 Warp Charges makes it an apocalyptic 10" blast.]] You have to choose the casting value BEFORE you roll though, so no aiming for three, then getting lucky and upgrading the power. Hit anything up to and including MEQs with those pie plates and watch most if not all of the squad (or squads if you're going Apocalyptic!) go bye-bye. While WC4 makes your Farseer more likely to Peril, make sure you leave 1 WC remaining to ignore the wound using his/her Ghosthelm. Or just re-roll the offending dice with Runes of the Farseer, which you should probably save each turn for Eldritch Storm if you're planning to use it. | data-sort-value=3 | 3/4 |} ====Runes of Battle==== Available to Warlocks and Spiritseers. Runes of battle are the Eldar powers of war, short term manifestations of their psychic might made to turn the battlefield in their favor. Warlock utilize these powers to affect the outcome of skirmishes and battles across the stars while the Farseers pilot the destinies of whole craftworld through eons. Warlock have tempered their powers to a fine blade but every sword in their hands can be used as a shield, allowing them to use each power either for themselves or against their foes, giving the psykers a supreme range of versatility. As a rule all powers from the runes of battle have a range of no greater than 18", either for the beneficial or debilitating versions of the powers. Warlocks can be attached to Guardian Defenders, Storm Guardians, Windriders, or Vaul's Wrath artillery. Also, remember that, under 7th edition rules, a Warlock will know 2 powers, Conceal/Reveal and whatever power he rolls. So, with a Warlock, NEVER switch for the Primaris, you get it anyway. *The Spiritseer can be attached (as an IC) to almost any squad; this matters for when Runes of Battle powers are referred to as boosting the defenses of units such as Wraithblades and Dark Reapers, in that normal warlocks will not usually be able to benefit squads they are not attached to. *'''Primaris Power - Conceal/Reveal WC 1''' **Conceal grants the warlock the shrouded special rule and as such benefits the whole squad attached to him, a +2 to existing cover saves or just a flat out 5+ cover in the open is phenomenal, no warlock would go wrong taking conceal as most units benefit from enhanced defenses and a cover save booster like this goes fantastic on everything that can benefit from it, Guardians, Wraithguard, Scorpions, you name it. **Reveal, by contrast, strips both the stealth AND shrouded rules from an enemy in range; this can sometimes strip powerful defenses from units you are planning to wipe out. However, like all Runes of Battle, you need to make tactical use of the power which may be often skipped for the benefits of Conceal. *'''1: Destructor/Renewer WC 1''' **Destructor is the Kamehameha of warlocks, their direct fire power from codices of old, a psychic heavy flamer the destructor is an iconic power that now features the soul blaze special rule. As a power and not an actual weapon the warlock cannot fire this in overwatch. **Renewer is a big tool for the right units, a nearly unheard of targeted healing power that restores a single allied model in range for a single lost wound. Most models only have one wound to begin with so this power doesn't affect them (and cannot be cast as a phoenix down) but instead serves a fantastic purpose when targeting most HQ units or durable multiwound models in the army such as Wraithlords and Wraithknights, as well as the potent Avatar of Khaine. HEALMEHAMEHAAA! *'''2: Embolden/Horrify WC 1''' **Embolden is back from the old codex but with a new effect, granting the warlock and his unit fearless rather than leadership rerolling powers. This is a boost and nerf over previous version as fearless straight up negates pinning, morale, ect. However embolden used to allow for rerolling on your leadership test which included psychic powers, an ability beloved by power spamming seers and what have you. A solid power for anything not already fearless such as fragile storm guardians. **Horrify is a power that is unfair to judge on its lonesome. At its core it reduces the LD of an enemy unit by -3, making them of course more susceptible to morale tests and the like. However, with the advent of multiple pinning weapons with the new codex as well as that of the Hemlock Wraithfighter's Mindshock pod the horrify power has enormous effect. A unit with reduced leadership is at best LD7 now, reducing their chance of success against any and all pinning or morale tests down a full 33.4% (16.7% if they can reroll). In armies with the right weapon it’s amazing, otherwise it's just decent. Also fun to consider is that the diresword benefits greatly when used on a Horrified target as they now have a decent shot (42% at LD 7) of being '''removed from play''' (fuck you, Eternal Warrior!) if they take a wound. Be sure to [[Just As Planned|high five Eldrad if this goes off.]] Also makes Mind War far more reliable AND potent. Combine this with Harlequin allies and the Shadowseer or Death Jester for even more trolling. *'''3: Enhance/Drain WC 1''' **Enhance is yet another staple of the warlock power of yesteryear, often seen in Seer councils and Storm Guardian squads this power gives a simple boost of +1WS and Init to unit. Eldar are already quick to the punch but with this power what they did well just got even better, Storm Guardians and Wraithblades (Spiritseer support) see a noticeable gain from the power and should have it active at all times prior to an assault. If you roll it on a squad of Guardian Defenders or Vaul's Wrath, use the Malediction version on the off chance someone's about to charge you - you might hold out long enough for the Shining Spears to bail you out... **Drain sucks out the same befits that enhance gives, reducing an enemy’s WS and Init by 1, unless you are assaulting a squad with two or more of your own units I don't tend to recommend Drain over Enhance as a lucky deny the witch would negate the power, however like all tactical powers you have to cast each power according to which effect would benefit you the most. It may be used to boost mono-filament weapons, though - try it if you're facing Dark Eldar, melee Tyranids or the minions of She Who Thirsts... *'''4: Protect/Jinx WC 1''' **Protect is a power that even idiots understand and appreciate, a simple but potent bonus to the units existing armor save by 1. This is quality cheddar right here - Guardians of both kinds now get armor that can stop bolters, while Windriders, Fire Dragons or Striking Scorpions now might as well have artificer armor. Wraithblades will become nigh-unkillable tarpits from hell. Probably even better on a Spiritseer than a Warlock, but won't go amiss either way. This power is awesome, and on the right units is worth casting every round, since few units’ don’t benefit from hardier armor than what they already have. **Jinx by extension has an equally nuts benefit for you as the former, reducing an enemy’s own armor save making them that much easier to kill off. Now a unit like Terminators suddenly fear AP3 Reapers, Spears and Banshees with a passion, fragile 4+ units suddenly became instantly shredded by mere shuriken catapults, making Guardian firepower or similar a hurricane of reaping death. Against units who are relying more on their cover or invulnerability save the benefits of this power are reduced somewhat, still if you reduce an enemy’s armor save and they need it against your guns, make them that much more screwed and cackle with glee. *'''5: Quicken/Restrain WC 1''' **Quicken grants your unit swiftness of the Eldar and improves the running distance off the unit by a flat 3", letting you close gaps or create them that much easier. With Battle Focus being found on just about every Eldar model this power only flops when the unit happens to be hunkered down in cover and wont be running for the rest of the game (I’m looking at you, Rangers and Dark Reapers). **Restrain by comparison is a power I don't honestly find very useful. Stripping away an enemy’s ability to run completely sounds useful, however the range of the power is 18" so you were already pretty close to the unit to start, and save the Eldar most armies sacrifice their shooting in order to use run in the first place, and cannot charge into assault if they did so. Useful for slowing down objective-grabbers or kiting melee deathstars, though. Although, try using against Wulfen or Harlequins, or anyone else who can charge after running, and see them fume as they have to rethink their plans. *'''6: Empower/Enervate WC 1''' **Empower instantly grants the psyker and attached unit gain an extra +1S. This is enough to make Storm Guardians actually effective against T4, though Vaul's Wrath, Guardian Defenders and Windriders usually don't care. Spiritseers could get more mileage out of it though - Banshees, Scorpions and Wraithblades really like this. (Can't usefully use it on Shining Spears, though. Roll on Daemonology with a Farseer hoping for Hammerhand if you want to try that.) **Enervate also has a limited benefit to you most days of the week, stripping the enemy squad (which I remind you is already within 18" of you) of 1S as to reduce their threat in melee. Now this is alright if you know you’re getting charged next turn and the drop in strength is the difference in melee ability like marines against Wraithguard. However on the whole few units even need their regular strength to threaten your flimsy Eldar, our brittle bones clock in at a pitiful T3 with most armies boasting at least a S4. Debuffing an enemy squad prior to an assault by yourself is alright though if the difference can be noticed, like Enhance/Drain you want to choose carefully between the two abilities. It's worth noting here that S2 can't wound T6 targets so when charging anything with S3 (like a blob or guards, cultists, orks and all brands of eldar) with Wraithblades always have your Spiritseer cast Enervate, then the only thing your wraiths will feel in the return swing is a soothing foot massage as their wraithbone boots crush the pathetic fleshy thing's trachea.
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