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===Warzone Valedor=== *'''The Crimson Death (Apocalypse)''' - 3-5 Crimson Hunters are grouped together, with one of them being an Exarch. ** This formation is meant to be a very precise attack, as all its rules are meant for taking out priority targets. If they kill Superheavies of any sort or a Warlord, they gain an additional VP, while killing the Warmaster gives them d3 VPs. However, losing them all forks over a VP to the enemy, as these guys are rare as all get-out. *'''Crystal Sons of Asuryan (Apocalypse)''' - Asurmen takes the lead of at least 3 Dire Avengers, each with an Exarch. ** This is a risky loadout, as while the Avengers and Exarchs gain a bonus to their S and T equal to the number of turns, they must take an equal number of Toughness tests and for each one that passes, another Avenger of your choosing must be killed. If you can ensure that the other side can die very quickly, you're going to have to lose someone. *'''Gemini Revenant Squad (Apocalypse)''' - 2 Revenant Titans are grouped up because Gemini. ** The two titans are mindlinked in two ways: if one of them hits a target, the other gains TL on that same enemy on that turn. If one of them is hit in the Holofield, the other one gains Forewarned and everyone else can only fire snap shots at him for the rest of the turn. Just remember that just because one of them can be protected doesn't mean the other one can, and be sure to guard them accordingly. *'''Ghost Warrior Warhost (Apocalypse)''' - At least 3 Spiritseers join at least 2 Wraithlords, at least 2 units of Wraithguard and/or Wraithblades, and at least 1 Wraithknight, all on foot. ** This formation is meant to be supportive, as everyone within 12" of the formation gains Fearless and every unit in the formation within 6" of the Spiritseers gain Preferred Enemy against a single codex of your choosing. If you place them in front of the enemy, then rest assured that they will fight it and fight to the last. *'''The Great Troupe (Apocalypse)''' - 3+ Harlequin Troupes (with one of them being a special Troupe Master) can take 3+ Vypers or Venoms. ** This Troupe Master gets Crusader, Deep Strike, Fear, and Preferred Enemy (CSM and Daemons). He also gets WS/BS7, 3 Wounds, I7 and 4 attacks, making him almost a pseudo-Phoenix Lord. He also gives all Harlequins Blind and Concussive on their guns. Also, for every 6 rolled on the Blind test, the target gets confused and their melee weapons now get Unwieldy, giving them a chance to actually kill something. *'''Guardian Battlehost (Apocalypse)''' - an Autarch leads 3+ squads of Guardians with at least 1 Vaul's Wrath battery and at least 1 War Walker to the battle. On foot. ** Anyone within 12" of this formation gets stubborn, while also getting a new tool: the Celestial Shield. Once per game before your turn, you can pick a single point within 1" of this formation. This is where the shield will be and anyone within 12" of this point gets a 3++ save against shooting. However, you must roll d6 on every turn thereafter, where 1-3 means it leaves and a 4+ means it stays. Considering what saves they do have, a 3++ sounds real nice, and the range really can give your little guys some good breaks. *'''High Council of Iyanden (Apocalypse)''' - Yriel, a Farseer, a Spiritseer, and a Wraithlord all become unique characters. ** Yriel gets two orbital strikes to use on any turns (But not both at once) that must be paid for with VPs while he's alive, just so he can shock that Chapter Master. ** The Farseer gives you the ability to take d3 Strategic Assets (Flank March, Precise Coordinates, or Strands of Fate). ** The Wraithlord can make all his attacks Smash and his flamers become AP3. Rockin'. ** The Spiritseer gives all Wraith units within 12" TL and re-rolls to hit in Combat. Niceness. *'''Mindstorm Squadron (Apocalypse)''' - 3-5 Hemlock Wraithfighters blowing shit up. ** More than 2 of the fighters can exchange their shots to make a Mindstorm within 72" and LoS from the members. The Mindstorm is a blast that changes in size depending on how many Hemlocks are within 12" of the leader, and anyone hit by it must test Ld on 3d6+Number of Hemlocks contributing. Failing causes a number of wounds equal to how much they failed, and it can also confer a vehicle damage result without taking hull points. This makes it very appealing to swarms and the like, as well as useful on vehicles if they don't fire back.
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