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===Relics=== Any non-named {{W40Kkeyword|Asuryani Characters}} can take one of the following relics if your warlord is part of a battle-forged {{W40Kkeyword|Asuryani}} detachment. However, you could instead take two of the Aspect Shrine Relics in place of a regular one. <tabs> <tab name="Universal"> *'''Aegis of Eldanesh:''' Autarch only. This provides a 2+ save and reduces incoming damage by 1, making for a tanky model. A definite recommend if you plan on throwing him into anywhere where they'll be in very fierce combat. *'''Faolchu's Wing''': {{W40Kkeyword|Infantry}} only. The bearer's Movement is set to 12", and he gains {{W40Kkeyword|fly}}. Whenever the bearer flies over one enemy unit, you can deal d3 mortal wounds on a 2+. Useful for speeding up a Spiritseer or a Bonesinger that should accompany some wraith units. *'''Firesabre''': Replaces a Starglaive or Banshee Blade. This beast is a much more respectable S+3 AP-4 D2, and on a 6+ inflicts a Mortal Wound on top of the base damage, it's given a good little bump when fighting single models. Nice for fighting Characters with an Invuln. The only issue stems from the fact that Autarchs with wings aren't especially good for character hunting, and Skyrunners will be trading in the Power Sword for a Lance anyway. Not much of an improvement over the base Star Glaive, you're better saving your CP unless you REALLY need that AP-4. *'''Kurnous' Bow''': The bearer's Shuriken pistol gets three shots at S5 that deal mortal wounds. Though somewhat potent, Kurnous' Bow is still limited by its Strength, which means the Star of Vaul will likely give you considerably more mileage against a wider array of enemies (particularly if equipped on a Skyrunner). Combos well with the Hail of Doom custom trait, exploding 6s strat, and a few Strands of Fate 6s on hits and wounds to become a CP intensive MW machine. *'''The Phoenix Gem''': The first time the bearer is slain, he resurrects with 1d3 wounds on a 2+. Gone is the explosion, gone is the potential cheesing with the Ynnari. All that's left is the desperation to save your precious HQ. The good news is that you now wait until the end of the phase that your character died in to bring them back, keeping them safe from further focus fire. *'''Shard of Anaris''': Replaces a Starglaive or Banshee Blade, making it S+1 AP-3. Because you should only be getting into fights with T4 or less if you can help it, the Firesabre will actually usually do better for you - have something else in your army deal with higher toughness models. However, if you're planning on breaking hordes, this allows you to easily wipe them since the shard provides 3+d3 extra attacks. Interestingly, this is actually worse than the base star glaive against most things in the game you would want to dedicate a melee monster character to kill. Always pass, unless you find that guard conscripts are ruining your day. *'''Sunstorm''': Replaces a jetbike, granting it a monstrous 20" movement as well as ObSec - a curious but powerful addition since characters don't tend to get this rule. That said, this can make for a very nimble pincushion of a biker Autarch or a biker Farseer who wants to cover everyone with their casting. *'''The Weeping Stones:''' {{W40Kkeyword|Psyker}} only. While the bearer is on the field, you can roll an additional d6 for Strands of Fate. </tab> <tab name="Aspect Shrine Relics"> *'''The Avenging Blade:''' Replaces the Dire Avenger Exarch's Diresword, giving an S+2 weapon that deals a mortal wound every time. This bump in strength can help with overpowering T4 or T5 infantry, but now that MEQ tend to have multiple wounds, don't expect to see your exarch murdering much. If you want a melee exarch, the D2 power glaive is a better choice and doesn't cost CP. *'''Cronescream:''' The Howling Banshee Exarch's relic, which replaces nothing. Once per battle during the fight phase, you can trigger this, dealing d3 mortal wounds to an engaged enemy and then another mortal wound for each charge this unit has made ''during the battle''. You know how they can often fall back and then use their stratagem to charge again? Now you can weaponize it further. Critically can also be used after you have been charged by something else that threatens to wipe your Banshees in melee, like Incubi, Repentia, or Harlequins. *'''Dragon's Fury:''' The Fire Dragon Exarch's relic, which replaces nothing. Instead, enemies charging this unit take a -2 to their rolls. Maybe this would prevent the charging rage of a dreadnought or maulerfiend, but don't expect a leman russ to care. *'''Khaine's Lance:''' The Shining Spear Exarch's relic, which replaces nothing. When charging, they can make an engaged enemy suffer d3 mortal wounds and makes them fight last on a 4+, which is a decent rider on their favored action. *'''Shadowsting:''' Replaces the Striking Scorpion Exarch's Biting Blade. Provides an extra-meaty chainsword with S+3 AP-2 D2 that still gives two extra attacks, making them a better option for killing MEQ and higher. Since you pretty much always want your Scorpion exarch to have the auto-wound power, this doesn't provide much benefit. *'''Shrine Skull:''' Only usable on a Dark Reaper Exarch with a Reaper Launcher, not any of the other guns. Whenever the exarch kills someone, that unit takes -1 to their combat attrition checks until the next turn. Remember kids, morale tricks are almost never worth it. *'''The Spider's Bite:''' Replaces the Warp Spider Exarch's Powerblades. S+2 AP-3 D2 sounds alright, and a natural 6 to wound deals an additional wound, though you're still only dealing this like once per turn. While Spiders tend to be close-ranged, this won't do much beyond a dead model or two a turn. *'''The Swooping Plume:''' The Swooping Hawk Exarch's relic, which replaces nothing. This grants the exarch a 4++ invuln and the rest of the squad a 5+++ FNP save. This makes your Hawks surprisingly durable when combined with their redeploy ability. </tab> </tabs>
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