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Warhammer 40,000: Kill Team (HoR)/Tactics/Eldar(8E)
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==Armoury== *'''Armour of Vaul''': Exarch only. A re-rollable save is always welcome, though you will need an invuln save to bolster it. *'''Armour of Isha''': Exarch only. Grants a 6+ save-after-save. Always welcome. *'''Armour of Eldanesh''': Exarch only. Your model adds +2" to charge one selected datasheet (which can't be changed afterwards, so careful there) and gains +1 to hit them on that turn. This is something you seriously want on a Banshee or Scorpion made to headhunt. *'''Gyrinx Familiar''': Leader only. Your little kitty lets you add +1 to deny rolls and grants a single S3 AP0 D1 attack each turn. *'''Autarch's Seal''': Leader only. Boosts IP by 3", which can be pretty handy for specific builds. *'''Runes of War''': Leader only. This allows anyone in IP to re-roll Leadership checks, which makes it quite important. *'''Runes of Wrath''': Leader only. If your boss ever charges, gets charged, or counter-charges, then you know damn well how important re-rolls can be. Take this if you plan on getting stuck in. *'''Runes of Waning''': Leader only. While this does make it slightly harder to cast while within the leader's IP, it's not going to stop any powers that are cast from harming. *'''Runes of Perception''': Pretty much grants the Mymeara trait of busting hidden units within 9" without any drawbacks. That makes this really good for making sure what's in store for your team, and for 5 points, it's worth it. *'''Runes of Deceit''': Lets your model re-deploy before the game starts. *'''Runes of the Hunter''': Terrain no longer hampers your model from advancing, making this a good pick for a Scorpions exarch of Farstrider. *'''Distortion Field''': Leader only. This gives you a little bubble that not only gives a bubble of protection, but it's also got an invuln save against any guns beyond 6". A great option to protect a gunline. *'''Gale Rider''': Models with {{W40kKeyword|Fly}} only. If you need to make a charge with a bike, you wan this for the guarantee. *'''Vaul's Own''': Essentially a master-crafted weapon. One weapon can now improve their strength or AP by 1, which can potentially be game-changing. *'''Webway Hatch''': Unavailable for Wraith models. This won't save a dead model, but it will make sure that they won't confer any VP for dying. *'''Spiritscope''': Lets wraithguard re-roll 1s to hit with their guns, which makes for a decent add-on if you rely on their guns. *'''Runes of the Vampire''': This lets you reduce your model's Toughness in return to restoring a wound. The issue with that is...well, look at the toughness of your Eldar. T3. Same as a guardsman. Odds are that you won't only take one wound from any sustained attacks, so this'll average out to maybe one extra turn, and that turn will be spent being even easier to wound. ===Relics (Leader Only)=== *'''The Phoenix's Gaze''': You basically get a flamer that busts cover. Handy for its use, but hard to synergize with your leaders, even the Fire Dragons Exarch. *'''The Bloody Hand''': This starts off with a Power Fist with a small pistol with S3 AP-d3, but the moment you drop someone in combat, the wearer gets +2 attacks and a -1 to hit emblematic of all fists. *'''The Widowmaker''': The legendary 100th sword of Vaul (If the name's familiar, that's because he made it for [[Khaine]] and hid it, while [[Tyrion|another world saw it being used]]), and it is a monster. It deals a -1 to hit, but fucker deals -1 Ld to anyone within 3", good for breaking morale. *'''The Mother's Blade''': While not the monstrous fucker known as Khaine's blade, this is still a pretty decent blade capable of dealing a fair deal of damage atainst anything Marine-tier and lower and heals for every death it causes. *'''The Maiden's Veil''': This gives one turn of re-rolls to hit or on saves. One's for guaranteeing a particular assault or gunline kills someone, the other's to protect from a bad turn. *'''The Crone's Claw''': A CCW with AP-1. It allows you to exchange one point of Toughness for an Attack or the other way around each turn, which gives some flexibility in combat. Whichever one you pick, the bearer can re-roll 1s to hit and wound with this weapon.
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