Editing
Warhammer 40,000/6th Edition Tactics/Eldar
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===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 Death Mission (rolled AFTER you buy gear annoyingly). *'''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 it’s 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. The Autarch is the only real wielder of this thing and he/she will likely fare poorly for cost against her general foes. *'''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. 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 within 6” of the burning unit. On a 6 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 6 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. *'''The Spirit Stone of Anath’lan''':A clearly Farseer orientated 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. Several powers from the Runes of Fate as well as a couple from the Telepathy discipline are cost 2. If you don’t roll any of these powers then sucks to be you by the way. Useful and affordable for backline 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 dual guide built farseer inside a squad of Darkreapers, hammers out a single accurate sniper shot right into an enemy unit the reapers are firing upon, in addition to the possible precision shot it adds a pinning test to the attack, awesome. If your warlord wields this and rolled split fire as the warlord trait this weapon is improved in power, otherwise just adds to the power of existing squads, but hey, your Farseer is BS5, might as well pink off a shot or two rather than none. *'''Mantle of the Laughing God''':Now as a general rule few Eldar HQs excel outside of a squad to protect them, any weapon menacing a S6 threatens to pop your model with a single failed save. The Mantle mitigates this somewhat but always take care how you utilize the farseer/autarch/spiritseer this is attached to. Firstly it removed IC from the model, meaning no more ability to join squads, but then it automatically grants Stealthed, Shrouded and Hit+Run. It also gives the model the ability to freely re-roll cover saves. Put your HQ into a 5+ cover terrain and POOF! Re-rollable 2+ cover unit. That is a 97% success rate for the record. Stick your Autarch somewhere advantageous, give her a long rifle, and snipe all day and all night. Or stick the Mantle on a jetbike and watch your opponent bitch and moan at you for being a powergaming asshole. Against anything that doesn’t ignore cover outright the equipped model (even warlord) quickly becomes a resistant target. *'''Faolchu’s Wing''':While Mantle of the laughing god is the wargear of lulz the HQ equipped with Folchu’s wing is equally troll worthy. 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. Again this item does need a purpose to justify it’s cost, seeing how only the model may move and sacrifices the rest of the turn to do so. While you can't manifest powers or shoot weapons either before or after the movement, it can work very nicely for a Farseer to always be where he's needed for his Blessings and maledictions. Use guide on a squad, move 54" (including movement) use other powers on the other side of the board next turn, rinse and repeat. Also the tricky commander can use that insane movement to possibly launch your HQ into a held objective to suddenly contest the thing. *'''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 a 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 its but generally you would rather threaten your foes.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information