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==Craftworld Doctrines== Craftworld Doctrines are akin to the Legion's Rites of War. They are optional and bestow certain benefits and restrictions upon an army and vastly change the way an army functions. You may take more than one Craftworld Doctrine, though there are some restrictions, which listed at their respective doctrines. *'''An Army of Ghosts''': Your Iyanden choice. Your craftworld is still clinging to Pre-Fall warfare. This means many, many Wraith constructs, since the pre-Fall Aeldari were lazy and depended on their automatons to do the chores. Basically, an army with an heavy emphasis on proto-Wraiths. At least two Wraith Guides (early Wraithseers) must be taken and each Wraith Guide can take an accompanying Wraith Lord, bypassing the 0-1 restriction. Attaching a Wraith Guide to any Wraith unit increases its WS, BS and I by +1. *'''A Path Yet to be Followed''': You hail from a Craftworld which has no aspect shrines established yet. Take this if you want to take a Guardian-heavy army. No Aspect Warriors are permitted (No Aspect Warriors, Exarchs or Phoenix Lords, thus making it incompatible with Path of the Warrior). In exchange, all Guardians (both Defenders and Storm) gain Objective Secured! Pretty handy for area denial, but you'll be very dependent on cover to actually survive. *'''Carried on the Wind''': Your Saim-Hann choice. Only units which unit type are Jump Infantry, Jet Pack Infantry, Skimmer, Flyer and Jetbike may be taken. Your normal infantry may still start inside a transport, though. Windriders lose the Support Unit special rule. *'''Path of the Seer''': Your Ulthwe choice. Your Craftworld favours Seers of any kind and trusts its Seers to lead their brethren into battle. A Psyker-heavy army, this will surely be; the Eldar answer to Thousand Sons' psychic circus. A Farseer must be the army's Warlord and you must take a Seer Council in your list. Further to this, you may split your Seer Council into separate Seers which you can attach to an Asuryani unit. It may attach to Guardians, Storm Guardians, Vaul's Wrath Support Batteries, Windriders and Windrider Support Squads. A Seer always matches the unit it's attached to, so if it tags along a Jetbike squad, your Seer will have to have one as well and so on. All Seers are considered ML1 Pyskers, so you can at least expect some support. *'''Path of the Warrior''': Your Biel-Tan choice. Your Craftworld absolutely loves War in all its Aspects. Your army will favour units of Aspect Warriors, with Guardians playing only a minor role. You may include an additional Aspect Exarch unit, which greatly increases the number of different Aspect Shrines and/or Exarchs you can include in your army list. An Autarch (or Phoenix Lord) must be included in your army. Guardian Officer Cadres are not allowed. **Naturally, this is incompatible with 'A Path yet to be Followed' or 'Path of the Seer', since those ones disallow Autarchs as warlords. ===Asuryani Special Rules=== *'''A Doomed Race:''' Essentially Ancient Doom made universal against any daemon. A model with this special rule has the Hatred special rule against Daemons. Furthermore, when making Fear tests, a unit containing at least one model with this special rule suffers a -1 penalty to its Leadership if it is engaged in combat with a unit that contains at least one model with the Daemon of the Ruinstorm or Daemon special rule. *'''Aspect Shrine:''' Models with this special rule belong to the elite quasi religious class of fighters known as Aspect Warriors. These units can only be selected and used in the players army if they have selected the corresponding Exarch and Aspect Shrine during the army selection stage. For each Exarch, Autarch and Phoenix Lord in the army you may select up to two units of Aspect Warriors from the respective Aspect Shrines. Aspect Warriors attached to an Autarch or Phoenix Lord does not count towards this limit as they are considered as a personal retinue. This pretty much nerfs your Biel-Tan Warhost armies and puts an end to Avenger-spam. *'''Battle Focus:''' A unit composed entirely of models with the Battle Focus special rule can either Shoot and then Run, or Run and then Shoot, in the same Shooting phase. The unit must complete both actions before the player moves onto the next unit - otherwise the chance to make the second action is forfeit. A model cannot Run if it fired a Heavy weapon during the same Shooting phase unless it has the Relentless special rule. Similarly, a model that has Run cannot then fire a Heavy weapon in the same Shooting phase unless it has the Relentless special rule. Models that cannot Run gain no benefit from the Battle Focus special rule. ===Warlord Traits=== #'''Ambush of Blades:''' Single use. Allows your Warlord and all Eldar units within 12" to re-roll 1s To Wound for a whole phase (shooting or assault!). #'''An Eye on Distant Events:''' You can give D3 units the ''Scout'' special rule. Irilyth takes this. #'''Falcon's Swiftness:''' The Warlord and his unit get +3" when running (normally, this will be D6+3"). Baharroth and Jain Zar take this. #'''Fate's Messenger:''' The Warlord can re-roll ''all'' saving throws of 1. #'''Mark of the Incomparable Hunter:''' The Warlord gets Split Fire special rule. Fuegan and Maugan Ra take this. #'''Seer of the Shifting Vector:''' Friendly Asuryani units arriving by Deep Strike won't scatter if they land within 12" of the Warlord. Drastanta takes this. ===Asuryani Wargear=== *'''Shuriken Weapons:''' Functionally, Shuriken Weapons are very similar to Bolt Weapons. Most are S4 AP 5, making them "standard" anti-infantry. However, they all have the '''Bladestorm''' which is functionally equivalent to Rending versus non-vehicle targets. This can be deadly against TEQ and MEQ. A Legion Terminator squad may think twice charging a unit of Guardians. *'''Fusion Weapons:''' Literally, renamed Meltas. The Fusion Pistol is the exact same as the Blood Angels Legion Inferno Pistol; with only 6"range 6, best be on a Bike so you're more likely to survive the impending explosion! Last but not least, the Fire Pike is a Meltagun with an extra 6" of range. *'''Monofilament Weapons:''' Monofilament weapons wound against initiative if shooting at something with wounds and resolves it at AP2 on a roll of 6 To Wound. They just use base strength now against vehicles and since they aren't "wounded" there is no AP bonus on any penetrating hits. Note that for the purposes of instant death, you still compare the weapon's strength to the model's toughness. * '''Lasers:''' Unlike the simple Mon'Kigh laser weapons of the Imperialis Militia, your blasters truly pack a punch. From the AP5 Assault 3 Lasblasters used by the Swooping Hawks to the famed Brightlance renowned for its ranged anti-tank, there's some truly glorious choices. The Scatter Laser is also part of this category, but more on that below. *'''Eldar Heavy Weapons:''' Some units have the option to grab heavier weapons as add-ons or replacements for existing guns. The standard list is as follows: **'''Shuriken Cannon:''' Now not so cheap, but still reliable, the 24" shuriken cannon fires lots of nice S6 shots that pierces weak armor at base. Valuable for moderately priced dakka and augmented with Bladestorm (see above). **'''Scatter Laser:''' With 4 shots at S6 AP6, the scatter laser is quite an effective option at laying on the saves, and glancing AV10-12 to death. **'''Starcannon:''' A good but not great AP2 weapon, the Starcannon doesn't get hot like plasma weapons. Viable alternative to the scatter laser, take your pick. Or pick both if you're facing TEQ aplenty. **'''Aeldari Missile Launcher:''' You take it for its versatility. It has single target S8 AP3 starshot or a small blast S4 AP4 plasma. All Aeldari Missile Launchers get Starhawk missiles, which feature S7 with skyfire. However, it's far from the cheapest option to take and therefor not an auto-include. **'''Bright Lance:''' Possibly your primary heavy armour buster, with S8 and Lance. Tear down AV13/14 tanks and laugh at their crude Mon'Keigh armour. **'''Distort Weapons:''' Reverting back to its pre-7th iteration, with many special rules tacked back on, the bigger the D-guns get. Distortion weapons lose their Str D. Still, these weapons are rightly feared. To wound rolls of 6 are Instant Death and against vehicles, a 6 is an auto penetrating hit, regardless of whether the pen roll was higher than the vehicle's AV or not. ===Asuryani Vehicle Equipment=== *'''Holo-Fields:''' 5++ invul save on your vehicles as long at it is not Immobilised. *'''Power Field:''' Identical to Holo-fields except that it won't disappear when Imobilised. Gives vehicles 5++, making them more expensive base but worth it since your armour is wet tissue paper compared to the Mon'Keigh. *'''Star Engines:''' A simple and optional wargear for vehicles that increases their mobility even further if required. A non-Walker vehicle may move up to 24" when moving Flat Out. If equipped to a walker, said walkers run an additional 3". *'''Vectored Engines:''' With the upgrade the vehicle can now pivot in place immediately following its shooting attack, allows for some safe play by tanks with exposed rears. Jet in, smoke rear armor of target, pivot towards living threats with your front and side armor. Just like Holo-Fiends, this stops working if your vehicle is Immoblised. *'''Spirit Stones:''' Extra Armor Asuryani style, the animus inside the spirit stones can take over in emergencies and will allow the vehicle to ignore crew shaken on 2+ and crew stunned on 4+, nothing grand but nothing terrible. *'''Crystal Targeting Matrix:''' Single use. Can be used after completing a Flat Out movement on any non-Walker vehicle, allowing the tank to fire a single weapon at full ballistic skill. *'''Ghostwalk Matrix:''' Asuryani dozer blades equivalent, except better, because it gives you move through cover on any speed, rather than re-roll DT tests, and only on combat speed. Nothing that will break the bank and a safe purchase if you have points to spend. If you plan to hide your tank in 4+ ruins, this is pretty much auto-take. If you take Black Guardian Vypers or Warwalkers, this can open up some impassible terrain shenanigans. *'''Serpent Shield:''' Stock Wave Serpent gear. While active the Wave Serpent transforms side and front based penetrating hits into mere glances on a 2+. If you feel the Serpent needs to do something, it can turn its shield into a medium-ranged energy shockwave that hits for 2D6 S6 IgnoreS Cover, Strikedown hits once per game. However, upon using the Serpent Shield's shooting attack, you lose its benefits for the rest of the game. ===Psychic Powers=== ====Runes of Fate==== Available to Farseers as well as Eldrad. Can be taken in addition to the Telepathy, Daemonology (Sanctic), and Divination tables from the core rulebook. Farseers can choose to roll each power off a different table, though keep in mind it will cost you Psychic Focus (Get discipline's Primaris Power for free), remember to kit your Farseer for best utility. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Runes of Fate Powers ! Number !! Name !! Type !! Range!! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Guide | Blessing | 24 | Unit | Guide, the most iconic and renowned power of the Farseer since time immemorial. Boosted significantly from past editions, the new Guide features a range of 24", twice the range of Prescience on the [[Warhammer_40,000/Tactics/Psychic_101#Divination|Divination]] table. The power basically twin-links the weapons of the target squad, allowing each and every model to re-roll their to-hit rolls for shooting (but unlike Prescience this only effects shooting, not assault). Under the new rules, the Farseer requires line of sight for this ability but it shouldn't be an issue. It's wonderful and grants greater power to the army on the whole, and even better, you will get it if you pick all powers from Runes of Fate (Psychic Focus!) | 1 |- ! 1 !! Executioner | Witchfire (Focused) (Profileless) || 24 || Model | {{40k-Ranged-Weapon-Profile|range=24|strength=-|ap=-|type=Assault|rof=3|rules=Fleshbane}} A focused witchfire that deals 3 hits (which land automatically because this power actually doesn't have a weapon profile) to the model "hit" in the target unit, and, thanks to Fleshbane, always wounds on 2+ regardless of Toughness. If the model dies, another model from the same unit takes 2 of the same hits, and if that model is removed from play a following model receives 1 hit. Both additional models are chosen the same way as the first one - so all three are random or all three are chosen by the caster, if you paid to focus it. | 1 |- ! 2 !! Doom | Malediction || 24 || Unit | This is another classic Farseer power and a powerful one at that, targeting an enemy within 24" and then all failed wounding/armor penetration rolls against them get a free re-roll for the turn (i.e. Shred). This is your primary assassination power, ensuring you kill that Commissar or bosspole Nob in one turn. Remember that since it's a Malediction, not a Blessing, even your non-Battle Brother allies get to re-roll against the debuffed foe, but the target will be allowed to try to Deny the Witch. | 2 |- ! 3 !! Will of Asuryan | Blessing || data-sort-value=0 | Self || Model | You get a 12" bubble of Fearless and Adamantium Will. Great for making certain that you HOLD THE LINE! Though admittedly there are other ways to get Fearless units with Eldar. Adamantium Will makes the Farseer's unit and any nearby unit with a psyker a Denying machine. Recall that fleeing units will auto-regroup upon entering the bubble and becoming Fearless, and it also cancels the effects of Going To Ground. Send your Guardians to ground in a ruin for a nice 3+, pop this, have them stand back up and unload at full BS next turn. | 2 |- ! 4 !! Fortune | Blessing || 24 || Unit | Now with 24" of range, this allows the Farseer to sit back and stay safe while the affected unit gets a re-roll on all failed saving throws AND Deny the Witch rolls until the Farseer's next turn. Remember the Farseer needs to have line of sight and it costs 2 warp charges. This is probably the strongest power ever to be available to this army. Anyone with Fortune is the absolute key to making even simple units become invincible rape trains. Warlocks, Wraithguard, shit...fucking Dire Avengers with a shimmershield start to scare the balls off of your enemy. Fortune is just one power that contributes to the lethality of a unit joined by the Seer. | 2 |- ! 5 !! Mind War | Witchfire (Focused) (Profileless) || 24 || Model | {{40k-Ranged-Weapon-Profile|range=24|strength=-|ap=2|type=Assault|rof=1|rules=Ignores Cover}} Basically a simplified version of Psychic Shriek from [[Warhammer_40,000/Tactics/Psychic_101#Telepathy|Telepathy]], and more reliable. Changed a little in 7th but with no downside to the Farseer. Like Executioner, Mind War technically has no weapon profile, so you don't have to roll to hit. Each combatant (the psyker and the model hit) rolls a 1D6 and adds the result to their Leadership (so 1D6+10 for Farseers). Then you compare the two numbers; if the Farseer scores lower, nothing happens; if there is a draw, then the model instantly has their WS and BS dropped by 1 until the end of the next turn; if the Farseer scores higher, then the target ''also'' suffers the difference in wounds with no armour or cover saving throws allowed. Great if you can hit the unit with a Warlock's Horrify power in advance (see Runes of Battle below). Note that this power will never kill more than one model (all wounds it deals are always allocated to the same one), whereas Psychic Shriek targets and affects ''units'', so its wounds get spread around (and must be spread around, as it cannot be focused). | 2 |- ! 6 !! Eldritch Storm | Witchfire || 24 || Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=3|ap=3|type=Assault|rof=1|rules=Large/Apocalyptic Blast, Haywire, Fleshbane}} Classic Eldritch Storm! 3 Warp Charges makes this thing Large Blast, [[Awesome|4 Warp Charges makes it an apocalyptic 10" blast.]] You have to choose the casting value BEFORE you roll though, so no aiming for three, then getting lucky and upgrading the power. Hit anything up to and including MEQs with those pie plates and watch most if not all of the squad (or squads if you're going Apocalyptic!) go bye-bye. While WC4 makes your Farseer more likely to Peril, make sure you leave 1 WC remaining to ignore the wound using his/her Ghosthelm. Or just re-roll the offending dice with Runes of the Farseer, which you should probably save each turn for Eldritch Storm if you're planning to use it. | data-sort-value=3 | 3/4 |} ====Runes of Battle==== Available to Warlocks and Spiritseers. 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 or debilitating versions of the powers. Warlocks can be attached to Guardian Defenders, Storm Guardians, Windriders, 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. *'''Primaris Power - Conceal/Reveal WC 1''' **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 rules 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. *'''1: Destructor/Renewer WC 1''' **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 Seer 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! *'''2: Embolden/Horrify WC 1''' **Embolden grants the Seer 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 tests and the like. 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 33.4% (16.7% if they can reroll). 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.]] Also makes Mind War far more reliable AND potent. Combine this with Harlequin allies and the Shadowseer or Death Jester for even more trolling. *'''3: Enhance/Drain WC 1''' **Enhance is yet another staple of the warlock power of yesteryear, often seen in Seer councils and Storm Guardian squads 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 Vaul's Wrath, use the Malediction version on the off chance someone's about to charge you - you might hold out long enough for the Shining Spears to bail you out... **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. It may be used to boost mono-filament weapons, though - try it if you're facing Dark Eldar, melee Tyranids or the minions of She Who Thirsts... *'''4: Protect/Jinx WC 1''' **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 - Guardians of both kinds now get armor that can stop bolters, while Windriders, Fire Dragons or Striking Scorpions now might as well have artificer armor. Wraithblades will become nigh-unkillable tarpits from hell. Probably even better on a Spiritseer than a Warlock, but won't go amiss either way. 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, Spears and Banshees 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. *'''5: Quicken/Restrain WC 1''' **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. Useful for slowing down objective-grabbers or kiting melee deathstars, though. Although, try using against Wulfen or Harlequins, or anyone else who can charge after running, and see them fume as they have to rethink their plans. *'''6: Empower/Enervate WC 1''' **Empower instantly grants the psyker and attached unit gain an extra +1S. This is enough to make Storm Guardians actually effective against T4, though Vaul's Wrath, Guardian Defenders and Windriders usually don't care. Spiritseers could get more mileage out of it though - Banshees, Scorpions and Wraithblades really like this. (Can't usefully use it on Shining Spears, though. Roll on Daemonology with a Farseer hoping for Hammerhand if you want to try that.) **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 eldar) 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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