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==Special Rules== ===Factions of the Ynnari=== According to both the new Gathering Storm II FAQ and the book itself, the Ynnari are not a unified faction, so much as a union of the different Aeldari factions (Craftworld Eldar, Dark Eldar and Harlequins) that maintain their original faction, while at the same time getting a new one (the Ynnari one) and being allied at the level of Battle Brothers with each other. What this means is that all the limitations put in place by the various FAQs released by GW apply - with special regard toward units embarking on Battle Brothers transports before deployment, which you still cannot do. The big exceptions to this rule are Yvraine, the Visarch and the Yncarne, all of which have only the Ynnari faction and can thus start the game embarked on any transport vehicle you can take in the Reborn Warhost/Ynnari formations. Note that this applies only to Ynnari tranports, and that they cannot start, for example, in a Raider taken as part of a Dark Eldar CAD (since in that case they would be Battle Brothers with the DE and not part of the same faction). Moreover, note that you can take the three aforementioned units in any Aeldari faction detachment as if they were respectively a HQ or LoW of that faction (yup, this means Harlequins can take CAD/Allied detachments). ===Strength from Death=== Your units lose ''Ancient Doom'', ''Battle Focus'', and ''Power from Pain'', but gain this (note: they gain it whether or not they lost anything, so you get it on e.g. a Sslyth or Ur-Ghul). The new rule confers no direct special benefit on its own; your units are just as squishy as they were before. However, things get extremely interesting when people start dying. Every time a unit. ''friend '''or''' foe'', '''is completely destroyed''' while within 7" of a non-vehicle unit that has this rule, then one of those units may ''immediately'' "Soulburst", which is a Move action, Shoot action, or Charge move as if it were the relevant phase, though a unit may only "Soulburst" once per turn. This allows you to create some incredible chain reactions where units topple with spectacular effect. It is also not limited to your own turn, so your opponent may feel the sting when he destroys one of your squads, only to be [[Rape|charged by Howling Banshees, or fired at by Dark Reapers]], maybe also get destroyed and trigger another nearby unit to Soulburst, potentially causing an avalanche of destruction to his own army [[What|in his own turn]]. It can allow you to double tap units in the shooting phase. Say Fire Dragons destroy a transport within 7" of them? Not an uncommon occurrence. Well since they've legitimately destroyed a unit within range they may now immediately Soulburst and fire at the unlucky sods who just crawled out of the wreckage. [[Rape|Let's not get started on Wraithguard.]] Note that according to the new FAQ you cannot pick a unit that has one or more models in base contact with an enemy model, that is Falling Back or that has Gone to Ground - just something to remember next time you make your squad Go to Ground to get a better cover save (not that this will happen often with this faction). This of course encourages you to play infantry heavy armies, since vehicles cannot use the rule. It also encourages you to play your units close together to ensure you actually benefit when your own squads go down, where a savvy opponent might try and isolate and destroy your units piecemeal, lest the destruction of one unit spark a shitstorm of retribution on his ass. Be warned against charging into pre-existing melee combats, as although your "Soulburst" charge move might have been out of sequence, the initiative order continues to resolve as before, '''"including for models in the charging unit"''', which if you ask most people means continuing to descend towards zero from whatever position it was before you charged. This means if you charge into combat after your initiative step is over, you will never get to swing, so you may be walking into a power fist with nothing to defend yourself with. This ''particularly'' includes ''Hammer of Wrath'' attacks, as most combat deaths occur at initiative 9 or lower. Note that if you charge in a combat using Soulburst, you cannot issue challenges. [[Link title]]===Warlord Traits=== # '''Lord of Rebirth:''' Warlord has IWND. Meh. A decent way to make an Autarch or Farseer a bit more survivable, but frankly it is the worst WT of the bunch due the presence of the Visarch and Yvraine. # '''Warden of Forgotten Wisdom:''' If your Warlord is a Psyker, [[Awesome|you may select your powers instead of rolling for them]]. So much potential in this. For example, get this on a Farseer dipping into Telepathy for Invisibility, every time. Or he/she can take Invisibility, Fortune and Forewarding to suddenly make any unilt look like a deathstar. Or just take Word of Phoenix and provide additional soulburst every turn. If your warlord isn't a psyker you re-roll this trait. # '''Walker of Many Paths:''' Warlord can choose a USR that lasts until the next movement phase: Furious Charge, Hit & Run, or Move Through Cover. A good pick - it adds flexibility to your force, which is always a good thing. # '''Master of Death:''' Roll a 6 to wound for any of your warlord's attacks and it gains the Instant-Death special rule. # '''Ruthless Commander:''' Warlord and all Ynnari units within 7" have Fearless. # '''Favoured of Ynnead:''' Warlord and their unit can make a Soulburst action within 14" instead of 7". Yvraine starts with this. A good WT all in all since it allows you to make use of Soulburst more often. ===Artefacts of Ynnead=== *'''Morag-Hai's Locket:''' If the model holding this slays one or more enemy models in close combat, regenerate a wound on a roll of 4+. Make your Eldar Lord into a Vampire Count. **Solitaires become borderline broken with this. They have a tendency to burn bright and fast given their low Toughness, but the ability to heal wounds by killing things in close combat effectively plugs this weakness. *'''Hungering Blade:''' Very situational. It is a ''Fleshbane'' weapon with no AP value. If the bearer kills an Aeldari model with this weapon then they recover '''all''' lost wounds. Meh. **Alternately, giving this to a Harlequin Character (Read: Troupemaster) could be good. Same cost as a powersword, giving 5 WS6 Fleshbane attacks on the charge. Not something to sneeze at. *'''The Lost Shroud:''' Turns your Eldar character into a tank. You get ''Eternal Warrior'', ''Feel No Pain'', and ''It Will Not Die''. However, like the Mantle of the Laughing God in 6th edition, it removes the Independent Character rule from the model, so they can only ever go it alone. Best used by models with a Jetbike or lone units like a Solitaire. **Troupe Masters can also take this and have no Independent Character rule to lose, if you're keen on that sort of thing. **Note that Farseers in the Seer Council formation cannot take this relic due to the new FAQ. **This is perfect wargear for a Shadowseer from the Hero's Path Harlequin formation. It means the Shadowseer no longer cares so much if it gets hit by a S6 flamer template, or Vector Struck by a pissed-off Heldrake, and given that a Shadowseer from this formation can't join units anyway, losing the Independent Character special rule has no effect. *'''Mirrorgaze:''' The wearer of this special helmet gets the ''Blind, Counter Attack'', and ''Night Vision'' rules. *'''Song of Ynnead:''' 18" range S1 AP5 pistol that fires poisoned shurikens giving it the ''Poisoned (2+)'' and ''Bladestorm'' USR's. But also causes enemies to have hallucinations of vengeful spirits when victims are killed by it. Granting it the Death-Jestery special rule: ''Deathsong'': If a model is killed by this weapon, then its unit must take a morale check at the end of the shooting phase even if it's a Guard blob squad of fifty and you only kill 2% of the unit. Fun? '''''Fun.''''' **Putting this on a Solitaire is a good way to finally use his BS9, as you can swap his haywire grenades (a ranged weapon according to the Harlequin codex) for the gun. *'''Soulsnare:''' A one use psychic grenade. Can be thrown 8" and has a small blast. While it is only S3, it has AP2 and the ''Instant Death'' rule. ===Revenant Discipline Psychic Powers=== Any Psykers with the Aeldari/Ynnari faction can opt to roll on this power chart in addition to any disciplines they know. ''(Note: despite it being present in the leaked appendix from the enhanced edition, no unit actually has the "Terrors of the Warp" rule, so Ynnari Psykers use the Revenant discipline as normal.)'' *'''Primaris - Spirit Hook''' - WC1. 18" Focussed Witchfire that doesn't have a weapon profile. If your Leadership value is higher than the target then they suffer a single S6 hit. Otherwise they are struck at S3. No Armour or Cover saves are permitted ''(Invulnerable saves are though)'' and the power has no effect on vehicles. #'''Shield of Ynnead''' - WC1. Blessing that targets the psyker - all friendly units within 7" get a 6+ invulnerable save if they do not already have an invuln save (new FAQ). Better than nothing; the doubt now is whether it can stack with Sanctic Daemonology's "Sanctuary" power for a 5+ due to the new wording. #'''Storm of Whispers''' - WC1. A 9" S3 AP2 nova that shoots 2D6 times with ignores cover and pinning. Although it is hampered by short range and low strength, the potential for a high number ''(average = 7, noticing a theme?)'' of armour and cover ignoring shots is not to be sniffed at. #'''Word of the Phoenix''' - WC2. Pick a friendly unit with ''Strength from Death'' within 24". That unit may immediately make a Soulburst action. #*Consider this your uber form of "Vanhel's Dance Macabre" where you can rapidly get your units where they need to be. You've just moved, so move again... Or just get a free round of shooting if you're already close enough. No real point in getting a unit to charge during the psychic phase. #'''Ancestor's Grace''' - WC2. A better form of the "Enhance" runes of battle power combined with "Will of Asuryan" from the runes of fate. It gives a friendly unit +1 on WS, BS, I, A & Ld, as well as ''Adamantium Will''. #'''Unbind Souls''' - WC2. Another witchfire, this time 12" range with S4 and no AP value. Though you do fire a number of shots equal to the number of models in the target unit and if you cause ''any'' casualties then nearby units are eligible for a Soulburst, even if you didn't destroy the unit completely. See that skyblight swarm over there camping like a little bitch and laughing at you with its objective secured and respawn ability? Yeah now all those gargoyles are dust. Use against a Green tide formation if you want to lose Ork playing friends. #'''Gaze of Ynnead:''' - WC3. 12" S10 AP1 Assault 1, Ignores Cover, and [[awesome|no Invulnerable saves can be taken against this power.]] While this pretty much a guaranteed wound, just bear in mind that it is WC3 for a single shot that can still miss or just cause 1 wound on T6+/Eternal Warrior model. Good power to have, but somehow situational due to many, many ways to deal with tough models already available to this army.
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