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====[[Saim-Hann]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Saim-Hann Banner-d62s39r.jpg|Border|75px|left]] |The Wild Rider clans of Saim-Hann are an honor-bound people who put the welfare of their clans second only to that of Saim-Hann itself. The Eldar of Saim-Hann specialize in swift, rapid assaults spearheaded by jetbikes and vypers, striking their foes hard and fast before retreating beyond their vengeful opponent's retaliation. Your bikers in particular will prove exceptionally mobile when fielded under Saim-Hann, even by eldar standards. Armies looking for raw speed and maneuverability will not be left wanting under the banner of Saim-Hann. |} <div class="mw-collapsible-content"> =====Saim-Hann Special Rules===== *'''Attribute β Wild Host:''' Re-roll failed charge rolls. Bikers do not suffer a penalty for moving and firing heavy weapons. **If you want to use anything on a Jetbike, or plan on engaging in close combat even somewhat frequently, then this is the attribute for you. **Autarch Skyrunners with the warlord trait Mark of the Incomparable Hunter deserve special mention, because they can move and shoot their Reaper Launchers at Characters without penalty. A missile or two is capable of evaporating an awful lot of buffing support characters that are otherwise very resistant to sniper fire (and you weren't taking Rangers with Saim-Hann, anyway). Now only a legal option in casual games or tournaments that allow Legends units. *'''Warlord Trait - Wild Rider Chieftain:''' Whenever your Warlord piles in or performs a Heroic Intervention, it can move 3" toward the nearest enemy {{W40kKeyword|Character}} rather than the nearest enemy model. In addition, if your warlord throws all of their attacks at one enemy {{W40kKeyword|Character}}, you add 1 to their attack characteristic until the end of that phase. **Brutal on an Avatar when attacking a character - WS2+ A6 S8 AP-4 D2d6 keep highest? Even Rowboat himself is going to be seriously considering falling back (and with Doom support, Mathhammer gives the Avatar a damn good chance at killing him if you're willing to burn CP to guarantee first swing on the next turn). A Wraithseer can also pulp any character idiotic enough to get too close with 5 S9 AP-4 attacks doing D6 damage per stab. It is also a touch more durable (12 Wounds at T7 that can be healed with a Bonesinger and/or Tears of Isha) and for just a bit less than half the cost (100p base compared to the Avatar's 220p as of Chapter Approved 2018), though without healing support, will perform notably worse when it gets focus-fired and worn down (and since it has more than 10 wounds, it will get focus fired). Can be mitigated by keeping it in melee and healing it when necessary. Everyone else should be staying out of melee combat though. *'''Stratagem - Warriors of the Raging Winds (1CP):''' A {{W40kKeyword|Saim-Hann Biker}} can advance and charge in the same turn. It can re-roll hit rolls of 1 in the Fight phase of that turn. **Fantastic supporting stratagem for Shining Spears or a Warlock Conclave. *'''Remnant of Glory - The Novalance of Saim-Hann:''' Replaces an Autarch's Laser Lance. A S+2 (S5, S8 on a turn that you charged) AP-4 D2 lance that deals a flat 4 damage on wound rolls of a 6+ against a target. **A very easy choice for an Autarch Skyrunner that's highly effective against most standard targets in the game. </div> </div>
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