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===Runes of Fortune=== A newly announced psychic discipline which made its debut in Phoenix Rising. Replaces Smite, so is usable by virtually every psyker in your army (bar the Wraithseer, who [[Fail|doesn't have any form of smite at all]]). This may be more useful to units like your Warlocks, whose smites are virtually useless due to their reduced range and damage, though it only makes it more difficult deciding which of their 3 powers is worth their 1 cast per turn. #'''Ghostwalk''': WC 6. A friendly unit within 6" gains +2 to their charge rolls until the next psychic phase. #*This can make a significant difference for deep striking units like Striking Scorpions or Wraithblades, who'd only have to make a much more likely 6-7" charge instead of an 8" one. #*Special mention goes to Biel-Tan Aspect Warrior units and Howling Banshees. Biel-Tan's Court of the Young King stratagem adds 2" to charge rolls (+3" next to the Avatar who also lets you re-roll failed charges), and Banshees add 3" to their charges whenever they advance. Either give one Howling Banshee unit a long-bomb charge, or spread the love and have multiple units charge out of deepstrike. #'''Fateful Divergence''': WC 4. Select one {{WH40Kkeyword|Craftworld}} unit within 6". They can re-roll a single hit roll, wound roll, or save roll. Lasts until your next psychic phase. #*A niche power that ''can'' be used in lieu of the CP reroll if you're worried about a particular unit, but arguably inferior to similar powers such as Guide/Doom and Fortune (ironically). #*Worth considering for units like Shining Spears, whose Exarch can have a 2++ invuln save with the right combo of psychic and exarch powers. #'''Witch Strike''': WC 4. Add 2 damage to a friendly psyker's melee weapons. #*Potentially useful, if highly situational, on Skyrunner Warlock/Farseer units. A notable example: a {{W40Kkeyword|Windrider Host}} Farseer Skyrunner carrying the ''Howling Skysword of Galaleth'' will do a flat 5 damage per swing using this power (which can very consistently be cast thanks to its paltry WC value), instantly killing most characters who fail a single save. Outside that particular example, it's a bit too situational to use. #*Pairs nicely with Jinx, which can help make up for your Seers' complete lack of AP in melee. #*While a Warlock Conclave is a viable target, only one model within will actually benefit from it. #'''Crushing Orb''': WC6. Select one visible enemy character within 18" and roll 3d6; for each result of 5+, the target takes a mortal wound. #*Arguably worse than just using Mind War, since you can get far more mortal wounds against an enemy character more reliably if you stack leadership debuffs against them. I guess it's cheaper and you can pair it ''with'' Mind War if you want to really maximize that Farseer's anti-character role. #'''Focus Will''': WC 6. Select a friendly {{WH40Kkeyword|Craftworld Psyker}} within 6". Until the end of your psychic phase add 2 to any psychic tests they make. #*The 26/11/19 FAQ gave this power a much needed rewording. Now it is actually a useful tool to ensure a key psyker successfully casts whatever power you need them to. Combine this with the ''Children of Prophecy'' Craftworld Attribute and you literally cannot fail any WC 6 or less power. Notably functions for ''all'' tests they take, so you'll get more mileage using this on a Farseer or Warlock Conclave. Alternatively, as it adds 2 on top of whatever you roll it can make your opponent's Deny the Witch tests significantly harder (or impossible if you roll a 11+). #*Eldrad can manifest powers with ridiculous ease if buffed with this. Offensively, you can cast Executioner on a 5+ and follow up with Smites that manifest on a 2+ and 3+ respectively (which do D6 damage on an 8+). Alternatively, a supporting Eldrad can cast Smite or Will of Asuryan on a 3+ then manifest any Guide/Doom/Fortune casts on a paltry 4+. #*If you really want to maximize your psychic rolls, use this on Eldrad and pair a Warlock Conclave with him and use the '''Seer Council''' Stratagem to give Eldrad +3 to his first cast and +4 for any follow up powers. [[Meme|Power Overwhelming!]] +4 to cast is not only a super smite on 7+ but also a power that is essentially undeniable for anyone but Black Templars and Khorne worshipers with their stratagems to deny on 4+. Also Guide, Doom and other powers going off on 3+... #'''Impair Senses''': WC 6. Pick one enemy unit within 18". They can shoot normally at units within 18", but beyond that, they can only pick the closest. #*Probably the best of the batch, this allows you to suppress or redirect major threats to your backline units like your Dark Reapers or Fire Prisms by forcing them to target something much closer and (hopefully) much more disposable. A Hemlock Wraithfighter makes a great carrier for this power; it can force a unit (say, an Imperial Knight, for example) to focus fire on it while it employs ''Lightning Reflexes'' to impose a -2 to hit (-3 if Alaitoc and just far enough away) modifier. #*Rangers can serve as excellent buffers when tactically deployed around a target affected by this power. Their innate to-hit modifiers make them absurdly difficult to shoot off the board (especially with proper stratagem/psychic support) and their ability to deep-strike into enemy territory almost ensures that you can place them close enough to effectively force your opponent to shoot at them instead. The best part is that at 60 points a squad, they're cheap enough that their (very likely) sacrifice won't cut too deeply into the rest of your detachment.
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