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====Runes of Battle==== Available to Warlocks as well as the Spiritseer. The Spiritseer may also roll from the Telepathy table for one or both powers. 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 of debilitating versions of the powers. Warlocks can be attached to guardians defenders, storm guardians, windrider jetbikes 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. '''Conceal/Reveal''' Primaris power. *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 rule 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. '''Destructor/Renewer''' *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! '''Embolden/Horrify''' *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 test and the like. However with the advent of multiple pinning weapons with the new codex as well as that of the Hemlock wraithfighters Mindshock pod the horrify power has enormous effects. 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 20%. 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.]] '''Enhance/Drain''' *Enhance is yet another staple of the warlock power of yesteryear, often seen in seer councils and storm guardian squad 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 Vauls wrath...take your primaris power, don't even bother with this. *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. The real gift of drain is using it in synergy with mono filament weapons. Cast drain on any marine squad, jump in with your warp spiders and laugh maniacally as that giant expensive blob of blood angels death company turns into little red chunks. '''Protect/Jinx''' *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, units such as wraithguard, Scorpions, and Storm guardians get a boost to their armor, in the case of wraith units and scorpions they are now TEQ armored (However, keep in mind this works for the spiritseer, but not for warlocks. Protect only works on the psyker and the unit he/she's in, meaning warlocks can only give a +1 save to the warlock council or a Guardian unit he/she's joined). 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 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. '''Quicken/Restrain''' *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. Not useless but not as easily feasible for every scenario, allows for some kite by the Eldar by just removing the extra distance from enemies and yourself running to make a gap. It is also handy for preventing a squad from being able to run and contest one of your objectives. '''Empower/Enervate''' *Empower instantly grants the psyker and attached unit gain an extra +1S, this is simple and in many cases worthless to you, of the units warlocks are easily attached to only storm guardians probably even give a shit, whereas with Spiritseer the likes of scorpions, banshees and Wraithblades find a little more use in its application. Ranged units don't need nor want the extra strength and even dropping conceal for the strength just in case is a bad bargain in my mind. *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 elder) 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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