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===HQ=== *'''Avatar of Khaine:''' The Avatar of Khaine is a fragment of the Eldar’s true and terrible god of war, a powerful and totally warminded MC that can wreck its way through battlefields with abandon. Like previous incarnations it’s a walking fire magnet and a damn scary force in melee. Overall, while not as generically useful as a support Farseer, it's not hard to justify summoning the Avatar. A giant molten monster leading your forces is terrifying and at 195 points, it's a powerful and affordable force to call on. His statline is unlike anything in the whole damn codex as well: WS/BS 10 (yes, 10!), Strength/Toughness 6, Initiative 10 and hitting with at least 5 attacks. He boasts a 3+ armor and a 5++ for good measure. Kaela Mensha Khaine is literally the strongest he has ever been and can be outfitted beyond his base power with up to 2 of the special exarch powers from the book to add to his already terrifying form. Khaine is straight up immune to flamers and as a result, wall of death, heavy weapons that pose a threat to him with melta are again useless and anything pyromancy and soul blaze is a quaint space heater to Khaine's raging firestorm. He’s fearless, granting it to allies within 12” while his Fear aura causes lesser creatures to just flee for the hills. **'''Moving''' In this phase your foes get to mentally calculate and go through the stage of grief, denial, anger, bargaining, depression and finally acceptance. Firstly the Avatar will move his 6", then if he's close enough, wailing doom, if still a ways to go, running d6 with Fleet, then wailing doom the nearest sucker. If he’s already threatening charge range, then just skip running and fire the wailing doom in preparation for the assault. **'''Shooting''' The wailing doom is a terrifying weapon to behold, with his unmatched BS the wailing doom is essentially twin-linked for 2+, 97% accuracy. The wailing doom hits a target within 12" with basically a fusion gun, an attack made ever more fearsome if using fast shot for two blasts or Marksman’s eye to snipe the ever loving shit out of any hidden unit that MIGHT pose a threat to him before the assault even begins. In no world does night vision do jack shit here, why does this even exist? **'''Assaulting''' The melee, oh god, the melee. The charge distance should be easily crossed, 2d6 with Fleet rerolls makes this sort of thing a cakewalk aside from enormous unluck. Once there few models can hope to hold a candle to Khaine, anyone going into a challenge with him is either sporting a stack of cheese or dead. Crushing blow enhances his already good strength, while disarming strike is a LUDICROUS ability for challenges, sending the likes of power fists and bone sabres flying while wailing doom rends bone and armor with ease. If another monstrous creature tries to man up on Khaine his monster hunter + crushing blow will very swiftly put them down. **'''Alternate View''' An alternate way to play the Avatar is giving him Monster Hunter + Fast Shot. You then put him behind an Aegis Defence Line that has a Lascannon. He then controls a S9 AP2 weapon, thus firing at BS10. As he has Fast Shot, he gets to fire it twice. With Monster Hunter, he can hurt MC's even more. Anything trying to dislodge him from the line will likely struggle, or at least lose models in the process. He is still very slow, thus using him as an assault unit is debatable. *'''Autarch:''' Autarchs are the commanders of the warhost, they are the generals of the greatest Eldar military battles and should be a strong tactical benefit to your army as a whole. They aren't, but they should be. Autarchs have been on almost every aspect path but never stuck around and as such they have an absolutely demented list of available wargear and options to kit themselves out with. 70 points base they come stock with two grenades, a pistol, 3+ armor and a 4+ invulnerable save. They can add additional wargear like banshee masks, jetbikes, reaper launchers, chainswords, fusions guns, etc for more which can bring them to around 120 points by the end. Autarchs can equip Remnants of glory and works better in this role than the base Farseer with higher WS, Init and Attacks. Shard of Anaris or Firesabre with banshee mask and Phoenix stone is a core assault setup. Mantle of the laughing god with the Uldanorethi long rifle makes for a pretty sneaky little sniper from afar. **'''Mantle Autarch of DOOOM:''' If you are feeling really ballsy, equip your autarch with the mantle, a laser lance and a melta gun and go tank/character hunting. Being on the jetbike gives you a 5+ jink cover save as long as you move. Since the mantle gives you both stealth and shrouded, you will be getting a 3+ cover save normally and a 2+ on the move However...DO NOT RELY ON THIS! Play him smart. A lot of things take away cover saves these days so some of the time you may have to use is armor or invulnerable saves. His toughness also improves by +1 thanks to the jetbike. Having the mantle also gives him hit and run. A normal turn for him should look like this. Get in close range and shoot his melta gun, charge using his laser lance which gives him +3 strength and ap3 impact and lance (but only on the charge) and then bug out after combat thanks to hit and run (hopefully very far away). The lance has impact which means the weapon loses effectiveness right after your first turn of assault and does not work if you get assaulted so it is in your best interest to get out of dodge. Rinse with your opponents tears and repeat. *** While this is a good plan. a Laser Lance is a waste of it's ability. Take a Reaper Launcher, as he'll be Relentless and a Fusion Gun so he can pop tanks. Maybe toss on a Shard of Anaris if you're feeling saucy. **'''Path of Strategy:''' The Autarch's SINGLE claim to tactical skill, allowing you to add or subtract from your reserve rolls when bringing units in. This rule is weak as fuck, as a minor +1/-1 isn’t much with the ease of the built in reserve rolls being what they are and availability of reserve roll boosts found in other, better purchases. *'''Farseer:''' This guy is your standard HQ choice and warhost leader, he sees the future of your foes and allows you to throw wrenches into their fate so only the Eldar come out on top. His price is increased base from old editions and his versatility is not to be underestimated. The Farseer's mastery level has skyrocketed to Mastery Level 3 which is fantastic and gives a huge availability for warp charge expenditure and up to three abilities in a turn, though with a bit more risk due to runes of witnessing and ghosthelm nerfs. The Farseer can generate his powers from Divination, Telepathy or the codex’s own Runes of Fate. His staggering versatility as a model is not to be underestimated, between available powers from three different charts as well as a plethora of Remnants of Glory. Under 7th edition, these guys have gone from good to ludicrously good. If you roll everything on the same table, you are guaranteed the Primaris Power, allowing Farseers to get up to 4 powers. And the specific wording of Ghosthelm means that instead of negating the Perils, you only have to drop a Warp Charge to negate the wound, so you could end up rolling a 6 and getting special abilities. He comes automatically equipped with a couple pieces of useful Eldar wargear with which to do battle: **'''Ghosthelm''' that allows him to negate a perils of the warp wound by expending a remaining warp charge. An optional defense against otherwise unsavable wounds. **'''Shuriken pistol''' an average pistol weapon with the new bladestorm rule, never discount it. **'''Rune armour''' which grants the classic 4++ invulnerability save Farseers do so enjoy. **'''Witchblade''' a heavily nerfed weapon that sports Fleshbane and Armourbane but with shitty AP-, a bad weapon that will always disappoint. **'''Singing Spear''' is a near free witchblade replacement that is highly recommended. Identical to the witchblade in assault (no longer two-handed in 6th), and can also be thrown 12" at S9 for a 17% chance to pen AV14 at range instead of the witchblade's 3% chance in melee. A damn good buy in most (but not all) situations. **'''Runes of warding''' Single use. A protective rune that grants a flat +2 to a ‘deny the witch’ attempt, almost guaranteeing success against a foes psychic power. **'''Runes of witnessing''' Single use. Used on a failed psychic test the Farseer may reroll the test, not as good as they once were, but passable for the wary caster given the number of powers you’ll use throughout a game. **'''Eldar Jetbike''' Jetbikes are still cool and Farseers still make them look good, buy to suit and enjoy the ride. **'''Modeling Note''': Howling Banshees Exarch bodies are perfect for female Farseers conversions, just stick a cape on them, a Farseer helm to replace the Exarch one (or a modified Guardian's one if you don't want to spend even more money), and for the weapons I'd suggest the ones in the new Storm Guardians upgrade pack. If you want to go helmetless on your Farseer, I suggest grabbing a Dark Eldar Wych head or a Scourge head. *'''Spiritseer:''' Spiritseers are basically the mandatory HQ if you plan to run large numbers of Wraith-constructs, as he turns Wraithguard and Wraithblades into Troops choices. Luckily, he is a fairly decent choice, with two Mastery Levels, the choice of Runes of Battle or Telepathy, and Spirit Mark (which will be discussed later). Sadly, he can't provide the level of support the Farseer can, nor can he directly buff units and mess with reserves like an Autarch can, but he provides reasonable buffs to Wraith units. As with all of the Seer units, he comes with rune armour (for a 4++ invulnerable save) and a shuriken pistol. He also has a witch staff, which is essentially a witchblade that also causes Soul Blaze. Sadly, this won't come into play very often, as Spiritseers are poor in close combat. However, he is useful close to the front lines thanks to his Spirit Mark ability. This allows him to mark an enemy unit within 12". All Wraith-constructs (including Wraithguard, Wraithblades, Wraithlords, and Wraithknights) re-roll To Hit rolls of 1. This means that less shots will be wasted, although it isn't a huge ability. However, Spiritseers are also fairly cheap; if you are running an Iyanden/Wraithwall-style list, the Spiritseer is all but mandatory, but he has limited effect on other units, so the more expensive Farseer would likely be a better choice otherwise. Like Warlocks and Farseers, Spiritseers have seen a significant uptick in 7th edition. Access to up to 3 Runes of Battle is powerful. **'''Alternate View''' Since Spritseers are independent characters they can join aspect warrior units as well as any unit (that allows it) from Codex: Eldar, Codex: Tau Empire, and Codex: Dark Eldar for shrouded and another buff which could be fearless, +1 WS and +1I, +1 to their armor save, and extra 3 inches of movement if they choose to run in the shooting phase, or +1 S. Use it to your advantage, and their are hundreds of possibilities with DE you can try out that could definitely be tournament worthy. *'''Warlock Council:''' Formerly known as a Seer Council, the Warlock Council now follows the template started by the Wolf Guard of the Space Wolves and the Royal Court of the Necrons. Essentially, you buy them as one unit, but at the beginning of the game, you can choose to split them into units as squad sergeants. As with the other two examples, the list of units they can join in this manner is slim; in the case of the Warlock Council, it only includes the Guardian units (specifically the two types of standard Guardian, the Guardian-crewed Vaul's Wrath artillery, and the Windrider jetbike squadrons). Their stat line is similar to, but slightly weaker than, that of a Farseer. They each roll on the Runes of Battle table from the Eldar codex, and nothing else. They are only armed with a standard shuriken pistol and a witchblade, as well as their rune armor, which grants a 4++ invulnerable save. Under 7th edition, their low LD doesn't matter at all for psychic powers and they get a total of 2 Pyshchic powers (whatever they roll and the Primaris). They also allow you to absolutely spam Warp Charges for Psychic defense. You're pretty set when it comes to taking Warlocks. **Deployment/placement shenanigans occur AFTER all traits are rolled for, including Psyker powers and Warlord Traits. So you get to roll first and then distribute your warlocks amongst your guardians. **Can be given a singing spear for just a handful of points and suddenly they are throwing a fleshbane lascanon that can do armor bane in melee, Cha-ching heavy and armor crusher squad that can easily shiscabob a persons HQ choice, no matter the HQ choice from just over the heads of their elite honor guard and still charge in and kill the squad. *'''Wraithseer (Forge World):''' What do you get when you take the a spirit stone containing the soul of a farseer or warlock and stick them into a special wraithlord chassis? This beast. It's not a hard choice to take Wraithguard, but this T8 bastard makes it SO much easier and rewarding. Starting at ~185 points (forgeworld blurs the point cost), and the ability to equip a freaking D-cannon (it says wraithcannon but that was eratta'd as a typo) for 40 more on it's shoulder, and loaded with crazy powers... It's a godsend to an army that really needed a durable and powerful HQ choice. Don't get your hopes up for an "all wraith" army, you MUST take another HQ on top of it (pretty obvious a Spiritseer). As for special glitter it reduces the coversave of anything being shot at by wraithunits by 1. It has a close combat weapon that lets it reroll missed to-hit rolls and wounds on a 2+ with all the good parts of being a monstrous creature (AP2 and Smash), rolls with a 5++ save on top of 3+ armor, and three psychic powers, two of which are designed to be used on wraith-units. One gives them Fleet, the other gives them 5+ FNP (now try to bring down THAT) and the third power voodoos all enemy units within 18" into making a LD test at a -2 or soil themselves and go to ground (which surprisingly stacks perfectly with Hemlock Wraithfighter Terryfy and mindshock). Not the beast that many other HQs are, but nothing to be brushed aside either. **Although listed as having a Wraithcannon in the book, Forgeworld have confirmed that this is a typo and should be a D-Cannon as per the previous version of the rules (https://www.facebook.com/ForgeWorldUK/posts/702680666415883). This is a big deal as mounting the devastating D-cannon on a tough, mobile platform like the Wraithseer overcomes its only significant drawback of short range. This really is the only weapon option you will need for the Wraithseer as the conventional guns just pale in comparison. **If you're playing with [[that guy]], he might tell you that Codex: Eldar is separate from Iyanden, which is ''technically'' true. However, it's such an idiotic, narrow, rules-as-written interpretation that you should probably find somebody else to play with. ====Special Characters==== *'''Eldrad Ulthran:''' If a normal Farseer is a Jedi, then [[Eldrad]] is a tall almighty Yoda. 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. 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 stocks with the regular Farseer gear, an improved rune armor and both runes just in case. Eldrad rolls off the Divination, Telepathy and Rune of fate tables like other Farseers. Then there are the two sexy parts: **'''The path beyond''' Once deployment is done but before scouts, you can take d3+1 units of your's, and reposition them on the board under regular deployment rules and regulations. Enemy put a bunch of footslogging guys on the left? Throw down an Avatar, enemy landraider on the right? Bring me that fire prism. The savvy commander makes this power work for them and makes it work well. **'''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 4), he has a 33% chance to regain a warp charge. 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 <del>four</del> three 2 charge powers AND have enough left over to kill with a force weapon in a single turn. Eldrad also carriers 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++, even challenging melee characters he will be able to some damage. Farseers do get +1A due to their Pistol, however they don't get the AP3 of the Staff (though they do get Fleshbane and Armourbane due to Witchblade). ** Under 7th edition, while Farseers have gone from good to ludicrously good, Eldrad has gone from ludicrously good to outright broken. He can roll up to 5 Psychic powers, ignore perils of the warp and regain warp charges every time he casts. Again we say, there is no Eldar army that won't benefit from adding Eldrad. *'''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''' Hasn't actually changed from last addition. See below. **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 throws down an AP3 pie plate wounding on 2's and re-rolling 1's. 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 is powerful in his own way and offers some great tactic 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 then the dudes in his quads are 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, 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. With Sniper special rule. 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, by doing so Illic confers his Warlord Trait of Split-Fire unto them. He also gains the ability to ignore Jink Saves due to Dark Reapers Rangefinder equipment. You could then put Maugan Ra in, this will allow Maugan to Split-Fire and Ignore Jink Saves as well. It's 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. Later if a ranger squad outflanks onto the board, they can deep strike on top of Illic instead with no scatter just like that. **'''Master of pathfinders''' Armies with Illic as an HQ can choose to upgrade their rangers with his special Sharpshoot rule for 100% precision shots as well as Shrouded for their convenience (+13 points a model though!) *'''Farseer Bel-Annath (Forge World):''' Update pending… *'''Phoenix Lords:''' Fluff-wise, if Kaela Mensha Khaine was God, the Phoenix Lords would be his terminator Jesuses. They are the founders of the various styles of war and have been reborn over and over. How? Basically, when someone puts on their armor, the armor possesses the wearer and puts the original Phoenix Lord's consciousness, combined with the knowledge of each of the past thousand previous wearers, in charge. Each Phoenix Lord is the most awesome example of one type of Aspect Warrior. They have super-powered versions of the regular equipment and powers available to a respective Exarch, only more so. Taken as a group, they pack awesome statlines with 2+ armor, Eternal Warrior (negating the usual issue of instant death via double S weapons) and good wounds. **'''Asurmen (Dire Avengers):''' 220 points. He gets Twin-linked Avenger shuriken catapult, an AP 2 diresword that can re-roll a single failed to hit roll per turn and both the battle fortune and shield of grace exarch powers. In your army Asurmen is an expensive unit but a strong one, he packs a good invuln save and dukes hard in whatever melee he finds himself in or just adds some more dakka to the avengers he running around with. He is a strong challenger with both good offense with his sword of Asur or defense when using shield of grace to gain a 3++ when facing down a MUCH better combatant you only wish to stall. Finally he is the Hand of Asuryan and when deployed as part of your primary detachment he becomes your mandatory warlord who gets to roll d3 warlord traits for the fun of it, rolled properly this has some serious potential to make him a beacon of interesting powers throughout the game, otherwise meh. Asurmen is an expensive choice of HQ but he can do good things and should not be discounted. **'''Jain Zar (Howling Banshees):''' 200 points. Founder of the howling banshees Jain is the pinnacle of an assaulty terror on the battlefield, loaded with not one, not two but THREE Remnants of glory right out of the gate she's the most heavily loaded phoenix lord in the codex. Her Silent death can be tossed 12" as an assault 4 weapon with a good shot at reaping a few models out of the unit before she even gets there. Once she's in the thick of it her enhanced banshee mask bumfucks the enemy unit with -5 WS and Init right off the bat, then the Blade of destruction comes into play. This AP2 wound rerolling monsters can reap orks and termies alike with oh so much blender fury. If and I mean IF anyone decides to try and take her in a challenge her disarming strike rule applies and can make for some serious lulz by you. Don't forget she gains +1A for having two non-Specialist Weapons and them not being Two-Handed either. An extra Attack at AP2 is always nice. (She still loses to lelith but against pretty much any other character even named ones she is pretty fucking awesome!) **'''Baharroth (Swooping Hawks):''' 195 points. As the ever unloved Swooping hawks settle into a moderately comfortable place in the new codex the lord of hawks does similarly. The gun on Baharroth is basically the regular lasblaster with a higher strength, a technically good thing. Baharroth also comes with the battle fortune and hit&run exarch powers, so he's got a 4++ and can escape melee which is a GOOD thing. Interesting to him 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 (remember hawks never scatter now) to make an Init test or go blind for the turn, used correctly this is awesome, otherwise it's meh. Lastly there is the Shining blade he wields, an AP3 Blinding melee weapon, huh, a WS of 1 does have penalties to enemy squads and you could make some plays by going into melee, procing the blind attack then hit and running later on leaving the unit unengaged and utterly useless. Like hawks, a questionable purchase but superior to his previous editions. **'''Karandras (Striking Scorpions):''' 230 pennies? Karandras was good before, Karandras is good now. His mandiblasters no longer grants him a holy load of attacks now instead firing a S6 AP- shot at the very start of every assault phase. Following that his melee options lies in his strength boosting sword you will NEVER USE or more importantly. Scorpions claw, a power fist that is so much more than just a power fist, but a fist that fists like no fist before it, fisting hard at S8 with FULL Init. Combined with his stalker challenge wound re-rolling power he is a veritable beast in melee, and with monster hunter can bring low some very impressive foes. His special rules are seemingly endless but he can infiltrate in, give stealth to whoever he's running with at the moment and then later can crush skulls like so many tin cans. He too should get +1A for having two melee weapons. **'''Fuegan (Fire Dragons):''' 220 points. Fuegan is so not even remotely phased by your enemies shit, he shoots shit, cleaves shit and shits on the enemy’s special tanks and shit like never before. The firepike is as good as ever but now Fuegan learned how to double tap the fucking thing for two melta shots at a longer range and his awesome BS. He doesn’t have an invuln save but he does boast a 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 Srength and Attacks for the rest of the game. 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. A monster of a lord he ties with Karandras for best lord evar. **'''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 didnt 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 against what reapers are supposed to be good against, MEQ. S6 AP5 isn’t a great weapon for armored targets however it does fire both pinning and rending which helps a little. Also, it is not assault 4, because Maugan is still rocking fast shot, add another bullet to every round. The Maugetar can also function as a bit of a sniper, scoring precision hits on a 5+ and with Night vision no round of night fighting will save foes from his wrath...they have all their saves to do that. The dude is a pretty reasonable all comers lord who does well in ranged and hold his own in melee, he also boasts hatred for daemons and for some reason relentless on an assault weapon. **'''Irrllyth (Shadow Spectres) (Forge World):''' Update pending…
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