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===Elites=== Here's where most of the signature Aspect Warriors the Craftworld Eldar are known for reside. This edition has given many of them a new lease on life and they are finally able to do the jobs they trained for on their own merits, no strings attached! Having said that, your Warlocks have also taken up residency here along side your Wraith units as one of the few non-Aspect infantry units within this category. <!-- ---------------------------------------------------------------------Warlocks-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Warlock (Eldar)|Warlocks]]''' |- |''Infantry'' |''Psyker'' |- |colspan="2"|[[File:Plastic-Warlocks2022.jpg|200px|left|border]] Despite their fancy plastic debut, Warlocks as a whole have been ever so slightly downgraded compared to the codex of yesteryear. No longer split into separate Warlock/Warlock Conclave datasheets, your Warlocks have lost the rank and privileges of being an HQ and have been relegated to your increasingly bloated Elites slot. Fortunately, the good news is that for every Farseer you take, you may take a Warlock(s) unit without consuming a slot. Considering Farseers are practically an auto-include in most lists you might make, this helps mitigate some of the intense slot competition for the units you're taking these guys to support. So, what happened to Conclaves and {{W40Kkeyword|Character}} Warlocks? Well, the number of models a Warlocks unit can have is now between 1-6. If there's only one Warlock in the unit (starting size), his point price tag doubles but he gains the {{W40Kkeyword|Character}} keyword. If there's 2 or more, they are considered a Conclave. If the unit's size numbers between 4-6 models, then the Warlocks may know two different Runes of Battle and cast/deny two powers a turn. In addition to Smite, which they now finally have the ability to cast without restrictions or damage caps. Having said all of that, Warlocks are still incredibly useful force multipliers for your army and are easily tailorable to any particular playstyle you have in mind for your army. |- |colspan="2"| :'''Variants''': Warlocks have two modes of transportation: their feet or atop a skyrunner. If you saddle up on the jetbikes, however, the maximum unit size drops down to 3. <tabs> <tab name="Standard"> Warlocks with nothing but the blades in their hands and the runes on their belts. Having a lower profile definitely helps when you're trying to keep your squad of Warlocks from getting blown off the map, especially if you decide to load them up in a transport to get them where they can be of use. </tab> <tab name="Skyrunner"> Seat your Warlocks atop jetbikes and get them where they need to go on the double! Compared to a single model Warlock Skyrunner or a Farseer Skyrunner, a group of Warlocks being on jetbikes does come with a distinct drawback. As they massively increase in physical size, they become substantially harder to hide/shield from incoming fire and while an extra wound at T4 makes these guys reasonably more durable than their land bound counterparts, they're still quite squishy models. This is doubly so since a Skyrunner unit can only have a maximum of 3 models per squad. You ''can'' still learn and cast up to two separate Runes of Battle with this variant, but you'll need to max the squad to do so. You may wish to consider your options carefully before investing in more than one Warlock Skyrunner. </tab> </tabs> :'''Warlock Weapons''': Warlocks are equipped with a Shuriken Pistol and a Witch Blade. They may trade that Witch Blade for a Singing Spear. <tabs> <tab name="Witch Blade"> The free, melee only option. If you need some Warlocks but want to keep them as cheap as can be, this is your option. Still wounding everything in the game on a 2+, the Witch Blade now does a flat 2D and has a single AP-1 pip! This gives it a ''slight'' edge compared to the Singing Spear against heavily armored targets, though you generally won't want Warlocks in combat against such things anyways. </tab> <tab name="Singing Spear"> In a bit of a mix-up from last edition, Singing Spears got a minor tweaking. Though they still wound everything in the game on a 2+ in melee (dealing a flat D3 per wound), their throwing profile no longer does so. Granted, a ranged profile of S9 is still going to wound any <T5 target on a 2+ anyways, it is a noticeable change worth mentioning. Additionally, the Singing Spear still lacks AP of any flavor, so the Witch Blade may actually be more desirable in many circumstances. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Corsair Voidscarred-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''Corsair Voidscarred''' |- |''Infantry'' |''Anhrathe'' |- |colspan="2"|The second half of the Voidscarred gift, this half comprising of all the more unusual specialists the kill-team can bring in. Being essentially veteran Corsairs, they gain all the basic perks that come with being corsairs as well as all the risks. They still won't get Battle Focus and can't be used as a compulsory choice for Elites. Fortunately, this band can pick-and-choose between each model getting rifles or swords, allowing for your one bird-boy to make way more use from it. |- |colspan="2"| :'''Specialists''': The Voidscarred specialize by picking up different specialists, allowing them different perks for taking them along and keeping them alive. <tabs> <tab name="Shade Runner"> A corsair picking paired Hekatarii Blades (S:User AP-3) rather than getting a power sword, but when charging, they can deal a mortal wound on an engaged enemy on a 2+ or two mortals on a 6. Sadly, that loss to strength makes them suffer considerably as they make as many attacks as a Felarch but won't mean much on anything T4 or higher. </tab> <tab name="Soul Weaver"> Your defender, this specialist comes with Channeler Stones, which lets them negate the damage suffered from their first failed save. This isn't as helpful as it sounds, as it doesn't help much against Blasts or any rapid-fire weapons you'll face, and a canny enemy can easily cheese it out with something impractical like a pistol or a rifle before opening the full fury of that gunline on a defenseless pack of corsairs. </tab> <tab name="Way Seeker"> Your resident psyker, the Way Seeker can pick one power from either the Runes of Fate or Fortune, though the buff powers will only work with other {{W40kKeyword|Anhrathe}} units, meaning either Corsairs or a second pack of Voidscarred. Consider running Fateful Divergence on him if his unit is just gonna babysit a backline objective for a chance to grab a free CP every so often, rather than a buffing power for the previous reason. Also worth considering is that any casting has to originate from the Way Seeker's model, similar to how the Thousand Sons cast, meaning positioning is important. Also helpful (though RAW we have no clue if this is just from the Way Seeker or a native rule) is the Lodestar Helm, which negates all Perils - a far cry from the potential disasters Forge World's corsairs risked from Perils. </tab> </tabs> :'''Wargear Options''': Each Voidscarred comes with a Shuriken Pistol and Power Sword, with one model equipped as such being able to equip Faoulchú. While any models can replace both these weapons with Shuriken Rifles, the Felarch can also buy a Mistshield and replace their pistol with a Neuro Disruptor. One model per five can instead replace their sword with either a Corsair Blaster or Corsair Shredder, while one per ten can get either a Wraithcannon or Shuriken Cannon at ten models. One model per ten can also replace their Shuriken Rifle with a Ranger's Long Rifle and can replace their Power Sword with a Fusion Pistol at ten models. <tabs> <tab name="Corsair Blaster"> A Blaster lent by the Dark Eldar. Assault 1 S8 AP-4 D1d6 is a pretty powerful gun to wreck tanks and monsters pretty handily. </tab> <tab name="Corsair Shredder"> A Shredder lent by the Dark Eldar. Assault d6 S6 AP-1 D1 with Blast makes this a good weapon for mobs. If you plan on taking on GEQ or some MEQ, you can rely on this to blow things up without problems. </tab> <tab name="Faoulchú"> Only available to a voidscarred with a pistol and sword, this gives you a hawk that will negate cover for their shooting. Fortunately, the Voidscarred can pick which models can take rifles rather than replacing all of them, allowing this to see more use. </tab> <tab name="Fusion Pistol"> As with any other melta pistol, this will serve as a convenient way to pop tanks while up close. That said, this has an interesting use because it only replaces your power sword, allowing you to perform some gunslinger play with both pistols - not that it'd be worth too much with how limited a shuriken pistol is. </tab> <tab name="Mistshield"> Provides your Felarch a 4++ save, which means a bit more for a close-ranged squad. Fortunately, the corsairs are plenty equipped to fight in melee with their power swords, and this can offer a measure of protection if you go with the rifles. </tab> <tab name="Neurodisruptor"> A weapon more familiar in the hands of the spooky space clowns, the pistol has a decent S6 AP-3, but any non-{{W40kKeyword|Vehicle}} units will suffer mortal wounds just from a successful hit. This makes the pistol a better implement if you're facing higher-toughness enemies like Orks or Plaguewalkers. </tab> <tab name="Ranger Long Rifle"> Better suited if you're going shooty with your corsairs, as this lets you pick out single models to hit. The corsair perks work especially well for them, as that 6 to hit will always guarantee your mortal wound. </tab> <tab name="Shuriken Cannon"> A man-portable Shuriken Cannon, which means it is Heavy for you unfortunately. While you can fire it on the move, you'll always be doing it at a loss and you won't have any way to fire after advancing. Thankfully, these cannons pack a decent punch and can still reasonably nail a marine or two without much of a hassle before factoring in the Shuriken bonus. </tab> <tab name="Shuriken Rifle"> While effectively a shuriken catapult, they come with two major differences. Their range is upgraded to a more welcome 24", but these guns are now Rapid Fire 1, meaning their firepower is cut in half unless they get right up and personal to fire at full power. While dual wielding sounds radical, it comes with the serious drawback of making them even more useless in combat. </tab> <tab name="Wraithcannon"> Your most devastating weapon, being Assault 1 S10 AP-4 D3+d3. Rolling a natural 6 to wound deals a mortal wound on top of everything else, making it an equally worthy weapon to break tanks alongside the Blaster, though this will require you to grab 10 models. </tab> </tabs> |} ===={{W40kKeyword|Aspect Warriors}}==== Your trademark specialists, each trained in a specific discipline designed to bring down particular foes with frightening efficiency... and/or die horribly when asked to do literally anything outside of that niche. Many of the Aspect Warriors in this category got a ''much'' needed retooling to bring them back to the level of lethality they should've had from the start. The "bad" news is that many of them got minor price hikes for it, but considering their new lease on life (and the fact that Craftworld Eldar are ''supposed'' to be an elite army), this is hardly a concern. *[[File:DireAvengers01.jpg|200px|right]]'''[[Dire Avengers]]<sup>{{W40kKeywords|Core|Infantry|Aspect Warriors}}</sup>''': In a [[skub|contentious move]], Dire Avengers have migrated from Troops to Elites as your generic, better than average gunslingers. Fortunately, this transition did come with a couple, admittedly minor, buffs to compensate. First, the Avenger Shuriken Catapult gets an extra shot at a default AP-2 over the standard Shuripult. This means a bare-bones squad of 5 is putting out 18 (assuming two ASCs on the Exarch) S4 AP-2 GEQ-shredding shots a turn which can also scare the occasional marine; modestly impressive for 12 points a dude. Of course, these guys still kept their Plasma Grenades if you wanted to chuck a d6 blast at a large group of enemy models, though it's hard to choose that over a flat 3 shots at a stronger AP value. Dire Avengers have always ever been presented as a generalist Aspect Warrior and for once, the squad Exarch can actually compete against dedicated melee Aspect Warriors reasonably well and ensures that the squad can at least defend itself at range or in close quarters. Objectively, Dire Avengers also have value in that they can shoot ''and'' perform actions without interruption should the Exarch still be standing. **'''Exarch Weapons''': Your Dire Avenger Exarch is equipped with an Avenger Shuriken Catapult, Plasma Grenades and a Shuriken Pistol. He may take and additional Avenger Shuriken Catapult or, alternatively, he can trade his Avenger Shuriken Catapult out for a Diresword or a Power Glaive. **:<tabs><tab name="Avenger Shuriken Catapult(s)">The default option, though unlike most ''other'' Exarch default weapons, the Dire Avenger can dual wield these puppies. Being a free weapon that doubles the number of shots your Exarch puts out a turn and being two separate guns that can split their shots between two different targets, there's literally no reason not to double up on these if you don't plan on having your Exarch fight in melee.</tab><!-- --><tab name="Diresword">If your Exarch wants to fight off the unclean mon-keigh hordes or needs to slice through some invulnerable saves, this is his go to option for melee combat. A successful wound with this S+1 weapon results in 1 MW, an excellent tool for breaking past enemy Harlequin/Daemon invulnerable saves. Having said that, this is still not as potent as 6 ASC shots or even 3 Power Glaive stabs, so this can be reliably skipped.</tab><!-- --><tab name="Power Glaive">Should your Exarch feel more up to skewering Space Marines or Orks over simple Guardsmen or Tau, you can swap out his ASC for a S+2, AP-2 D2 polearm. Honestly quite dangerous all things considered, as that statline gives the Exarch pretty solid odds at dropping 3 marines a fight phase.</tab><!-- --><tab name="Shimmershield">Swap out the exarch's shuripistol to give him a 4++ invulnerable save. You can finally take this alongside a Avenger Shuriken Catapult if you so desire, though you might still prefer taking it with the Power Glaive for melee.</tab><!-- --></tabs> **'''Exarch Powers''': Unfortunately, your Dire Avengers aren't cool enough to receive +1 to their BS or +1 Attack like any of the other Aspect Warriors. Fortunately, unlike several other Aspects, all the Exarch's abilities benefit the whole squad. **:<tabs><tab name="Defensive Stance">So long as your Exarch is alive, the whole unit may make ranged attacks while within engagement range of an enemy - effectively, their guns become Pistols. In the inevitable melee your Dire Avengers may find themselves in, this can actually get far more accomplished than the pitiable melee strikes they would throw out otherwise.</tab><!-- --><tab name="Shredding Fire">The Shuriken rule occurs for the unit on a 5+ instead of a 6. Considering their rate of fire, this will occur reasonably often against valid targets, which are T7- and Sv4+ or worse, but this ability just plain costs too much - more than twice as much as a model, meaning you can just add 2 more Avengers and still save points.</tab><!-- --><tab name="Stand Firm">Your Dire Avengers regain Objective Secured. If they already had it (Asurmen's aura), then each Dire Avenger counts for two models. Add 1 leadership to everyone for good measure. Honestly a steal of a deal compared to the other two. If you want a premier objective contester, you'll not be wanting with a maxed out squad of these guys shepherded by Asurmen.</tab><!-- --></tabs> *[[File:99810104011 FireDragonsNEW 01.webp|200px|right]]'''[[Fire Dragons]]<sup>{{W40kKeywords|Core|Infantry|Aspect Warriors}}</sup>''': After being utterly humiliated by the mon-keigh Eradicators for several years, the Fire Dragons finally pulled themselves from the gutter and resolved to do something about it. The first thing they did is hit the gym; a new T4 and a 3+/5++ save makes these guys surprisingly durable for still-living Eldar and makes them reasonably more resistant to the standard firearms the survivors who spilled out of the tank/transport they just blew up tend to carry. Now as to how they blew that tank up? The Craftworld Bonesingers saw fit to make sure the Dragon Fusion Guns these Aspect Warriors carry aren't on the same level as any old melta. Though they lack the range the Eradicator Melta Rifles have, Dragon Fusion Guns now strike at S9 and ''always'' deal d6+2 damage, regardless if the target is at half range or not. Fire Dragons, as ever, still face rather stiff competition with Wraithguard when it comes to bringing down big targets. Fire Dragons remain the "discount" option, though their new S9 weapon profile at least means that they're just as likely to wound tanks and monsters as the S10 Wraithcannons are, if not more so due to their ability to re-roll wound rolls of 1 against such targets. Wraithguard do have a substantial edge in durability and potential melee combat, but are nearly twice as expensive for it. **'''Exarch Weapons''': Your Exarch is equipped with a Dragon Fusion Gun. He may trade it for a Firepike or a Dragon's Breath Flamer. **:<tabs><tab name="Dragon Fusion Gun">With the nice buff to S9 and d6+2, Dragon Fusion Guns are now reliable Leman-Russ/Dreadnought crackers that, in a statistically average world, can melt a hole in one with a single salvo. Probably your standard pick for the Exarch.</tab><!-- --><tab name="Firepike">The closest thing your Fire Dragon Exarch has to a Melta Rifle. A boost to 18" gives it a bit more leeway over the standard Fusion Gun, but in general you're going to want the ''whole'' squad contributing to what you're trying to bring down. Fortunately, the Firepike does offer a higher damage profile of d6+4 to at least provide a minor benefit over a regular old Fusion Gun.</tab><!-- --><tab name="Dragon's Breath Flamer">In case you want to roast the former occupants of a transport you cracked, or expect a pugnacious opponent to instigate a fist-fight with your Fire Dragons. Aside an increased S6 profile, the variable d6 shot profile can make this weapon wildly inconsistent. At least it has the same range as the rest of your squad's weaponry.</tab><!-- --></tabs> **'''Exarch Powers''': Extra abilities you can purchase for your Fire Dragon Exarchs to give them more utility or potency. **:<tabs><tab name="Blazing Fury">Add 4" to your Fire Dragon squad's Fusion Gun range. A range of 16" makes these guys less vulnerable to enemy countercharges, especially if you Battle Focus move away after you fired off a salvo.</tab><!-- --><tab name="Burning Heat">Your Fire Dragons auto-wound any target they successfully hit within 9" of them. While S9 basically auto-wounds most things (especially since the squad re-rolls 1's against {{W40Kkeyword|Monsters}} and {{W40Kkeyword|Vehicles}}), not having to worry about that step of the process is very nice. Of course, since you're even closer to that target than normal, you'd better have an escape plan in mind. Heavily consider investing in a Guide Farseer if you want to make the most of this one.</tab><!-- --><tab name="Dragon's Bite">If your Exarch shoots a {{W40Kkeyword|Monster}} or {{W40Kkeyword|Vehicle}} within half range with a Fusion Gun/Firepike, add 2D to the damage he deals. If he does so with the Dragon's Breath Flamer, add 1D and you can re-roll wound rolls for that attack. In other words, your Exarch gets a d6+4/6 Fusion Gun/Firepike at half range or a D2 flamer that re-rolls wound rolls. In general, the Fusion Gun/Firepike is the better choice as you only get these benefits against large, predominantly single-model targets.</tab><!-- --></tabs> *[[File:2019 Banshees.jpeg|200px|right]]'''[[Howling Banshees]]<sup>{{W40kKeywords|Core|Infantry|Aspect Warriors}}</sup>''': Howling Banshees, long intended to be your anti-MEQ combat duelists, finally hit their stride this edition. Their Banshee Blades (now distinct from Power Swords) provide an additional +1S, meaning that your Banshees actually have a solid 50-50 shot at wounding Space Marines unaided in combat. As for getting stuck in? Your Banshees are still just as fast as ever; the ability to advance and charge gives them a ''much'' greater threat range than most close combat specialists are afforded. But this is hardly the thing that really makes Howling Banshees so utterly lethal these days. Their trademark masks still shut down any option for Overwatch, as always, but now they also prevent said unit from setting to defend as well. ''Additionally'', in the turn they successfully charged a unit, they now force the target to fight ''last''. That's right, Howling Banshees can now suppress key targets and force them to fight after any and all of your units have done so. When paired with their 3 (4 for Exarch) attacks per model, swinging at S4 AP-4(!) D1, Howling Banshees can effectively butcher any non-Custodes level opponents in melee, wounding T4 and below foes on a 3+. Why a 3+? Because the next best thing; when they successfully land a charge against a target, your Howling Banshees also add 1 to their wounding rolls for the ensuing fight phase. ''Goddamn''. Of course, should your opponent get a chance to actually fight back, not only do your Banshees still retain their -1 to-hit modifier in combat, but they now have the Aspect standard 5++ invulnerable save to help protect against any AP weapons. Do keep in mind though, despite ''all'' the buffs the Howling Banshees received, they're still 1W, T3 models and should ''never'' be on the receiving end of a charge. Or in the reticle of a gun. **Also, it goes without saying... these ladies are a ''hard'' counter to the Tau. **'''Exarch Weapons''': Your Exarch is equipped with a Shuriken Pistol and a Banshee Blade. She may trade the Banshee Blade for a Triskele or an Executioner. She may trade both the Shuriken Pistol and the Banshee Blade for the Mirror Swords. **:<tabs><tab name="Banshee Blade"> The standard option and not a terrible one if you need to keep your exarch on the cheap. Having said that, you should ''strongly'' consider upgrading to the Mirror Swords or the Executioner, as they give your Exarch a considerable boost in lethality; be it against ''more'' targets (Mirror Swords) or ''tougher'' targets (Executioner).</tab><!-- --><tab name="Triskele"> Unfortunately, the Triskele still replaces your Banshee Blade instead of the Shuripistol so it cannot be taken in conjunction with one or the Executioner. This is a shame, because as far as ranged weapons go, the Triskele far outpaces the Shuripistol. 18" range, 3 "shots" instead of only 1 and a boost to S5 AP-3 for all profiles make this thing substantially better at softening up or even killing a few models before the banshees make contact.</tab><!-- --><tab name="Executioner"> If you find yourself facing down a MEQ army, this is the upgrade you want. S+2 (S5) AP-3 and D2 means every successful swing (and failed save) with this results in a dead marine. Additionally, this buff up to S5 means that on a successful charge, you're wounding those marines on a 2+. This also gives your Exarch a pretty decent character-hunting niche, as she can single handedly plant 8 wounds on a target should each strike land true. This is, of course, before adding in any chip damage her Exarch Powers or Banshee disciples might add.</tab><!-- --><tab name="Mirror Swords"> When you want to blend up damn near whatever you throw your ladies at. These blades now properly double your Exarch's attacks from 4 to 8, only trading down from AP-4 to AP-3 to do so. This is a good trade. On the charge, you're wounding GEQs on 2s now and even MEQ targets aren't exactly thrilled having to make so many high AP saves. Unless you're expecting smaller, elite armies, you should probably make this your default option. Combine this with the exarch power boost and you're looking at even more whirling, screaming death coming outta your Exarch.</tab><!-- --></tabs> **'''Exarch Powers''': **:<tabs><tab name="Graceful Avoidance">4++ against melee attacks for the entire unit. Direct upgrade, very much a nice one.</tab><!-- --><tab name="Nerve-shredding Shriek">When the unit finishes a charge move, pick 1 enemy unit within Engagement Range of the Exarch and roll 1d6; on a 1, nothing happens, and on a 2+, the enemy unit suffers 1 mortal wound and takes -1 to Combat Attrition tests until the end of the turn. </tab><!-- --><tab name="Piercing Strikes">+1D for the Exarch's melee attacks. Fighting Death Guard? Take this and an Executioner and give 'em some hell for Isha.</tab><!-- --></tabs> *[[File:99810104007 StrikingScorpionsNEW 01.webp|200px|right]]'''[[Striking Scorpions]]<sup>{{W40kKeywords|Core|Infantry|Aspect Warriors}}</sup>''': Striking Scorpions, as ever, fill that deep-striking brawler niche that they've carved out for themselves and serve as your backline ambushers for when your opponent leaves an opening for them to exploit. A further buff to their Scorpion Chainswords puts your basic squad's strength stat at S5, meaning that, unlike Howling Banshees, Striking Scorpions can remain in combat and consistently wound MEQ toughness targets on a 3+ without needing to bow out and "re-charge". Furthermore, the entire unit has '''Sustained Assault''', which is simply exploding (2 hits landed instead of 1) nat 6s to hit. Despite that, and the extra attack their swords give them over Howling Banshees, the AP-1 does hold it back against targets in thick armor. That is where their reworked Mandiblasters come in, however. On any unmodified wound roll of a 6, you also deal 1 Mortal Wound against your non-{{W40Kkeyword|Vehicle/Monster}} opponents. There's no cap for this, so if you're very lucky, you can deal quite a lot of unavoidable damage to infantry. A slightly greater 3+/5++ save statline does make them slightly tankier than Howling Banshees, but their lack of a -1 to-be-hit modifier and lack of a "force opponent to fight last" rule puts them at an overall greater defensive disadvantage against anything they're fighting with actual AP. **'''Exarch Weapons''': Your Exarch is equipped with a Scorpion Chainsword and a Shuriken Pistol. He may trade the Chainsword out for a Scorpion Claw and he may trade out both for the Biting Blade. **:<tabs><tab name="Scorpion Chainsword">If you don't want to invest anything in your Exarch. Not the worst choice, but you should ''really'' consider spending just a smidge more for a Biting Blade.</tab><!-- --><tab name="Biting Blade">Despite being even bigger, this puppy still hits at S5, but it does get AP-2 and D2 for its trouble. Plus, it gives an additional attack over the regular Scorpion Chainsword. For a piddly 5pts more, why not?</tab><!-- --><tab name="Scorpion Claw">Replaces the Striking Scorpion's Chainsword. Currently garbage; Sx2(6) AP-3 D2 makes for a solid MEQ butcher, but this only really makes a difference against T5/6 Sv2+/3+/4+ targets like Gravis Marines or Custodes. The built in Shuripult still only has a range of 12" and remains an Assault weapon, which means you generally won't find many opportunities to use it (if you're using your Striking Scorpions correctly, that is). Stick to the Biting Blade for the +1A. Funnily enough, even though it replaces the chainsword, the current failcast model is sculpted with it replacing the pistol.</tab><!-- --></tabs> **'''Exarch Powers''': **:<tabs><tab name="Crushing Blows">A selfish power, but one with some solid utility. Every melee hit scored by the Exarch against a non-{{W40kkeyword|titanic}} unit auto-wounds (this means your Mandiblasters do nothing and neither does additional S, so always take a Biting Blade with this. To be fair it'd be pretty damn broken if it auto-procced Mandiblasters). Works fantastically with the Biting Blade simply because of the volume of strikes made (7 attacks between the blade, Exarch Power buff, and base). This can give the Striking Scorpion a shocking degree of effectiveness against monsters and vehicles that might otherwise shrug off piddly S4/5 attacks.</tab><!-- --><tab name="Deadly Ambush">The only power that benefits the whole squad and one that's pretty useful in terrain-dense maps. Adding 1 to hit rolls made and improving the AP of their chainswords by 1 makes the entire unit much more consistent and lethal when in terrain, but keep in mind that this ''only'' works when the whole unit is in terrain.</tab><!-- --><tab name="Scorpion's Sting">Your Exarch's mandiblasters go off on a 5+ instead of a 6+. Even before you consider how badly overcosted this is, you need to realize that it's strictly worse than the Shining Spears equivalent power, as the Spears one gives the Exarch 5+ Mandiblasters ''in addition'' to what it does, instead of replacing an ability with it. Hard pass.</tab><!-- --></tabs> <!-- ---------------------------------------------------------------------Shadow Spectres-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''Shadow Spectres <sup>Forge World</sup>''' |- |''Core Infantry'' |''Aspect Warriors'' |- |colspan="2"|[[File:Shadow Spectres Forgeworld.jpg|200px|right|border]] Ghost themed aspect warriors with mini fire prism guns. Shadow Spectres are fantastic MEQ-murderers thanks to their S6 AP-3 D3 Prism Rifles and also great GEQ-grinders with the alternate d6 S5 AP-1 Blast profile. It took them a minute to play catchup with their Codex-standard brethren, but GW finally graced these guys with the same standard perks afforded to the modern-day Aspect Warrior. Having said that, the same unfortunately can't be said for Shadow Spectre Exarchs, who despite having their own stand-alone model for sale, are the only Aspect Warrior Exarchs who ''don't'' have any exarch powers or alternative weapons. Still, a 3+/5++ save behind a -1 to-hit modifier is hardly the worst defensive statline for these guys, even if they're still T3 underneath all that armor. Offensively, as mentioned, these guys still pose a serious threat and are one of the few "mid-range" combatants available to you. Their 10" move, ability to {{W40Kkeyword|Fly}}, deep-strike and post-shooting move courtesy of Battle Focus make these guys quite maneuverable compared to practically anyone else; the only Eldar infantry able to reliably outspeed these guys are the Swooping Hawks (though they can just go wherever the fuck they want to) and Warp Spiders. Considering that the price for coming in third in the speed category is the ability to drop virtually any elite infantry in a single unsaved shot or blow a hole in a guardsmen formation, this is a very fair trade-off. |- |colspan="2"| :'''Exarch weapons''': Every Shadow Spectre Exarch forgot the keys to their Shrine's weapon locker and their Bonesinger locksmith retired, so they're stuck with the basic Prism Rifle. :'''Exarch Powers:''' Shadow Spectres Exarchs never really paid attention when Irillyth was trying to teach them new tricks. What's so hard about "pew-pew-BOOM"? |} ===={{W40kKeyword|Spirit Host}}==== Your ghost warriors are among your heaviest hitters and are able to take a hell of a beating (thanks in no small part to the new Wraith-wide modifier subtracting 1 damage from any successful multi-wound weapon striking them), but they pay for that offensive/defensive potency with a swollen point cost and a rather plodding pace when on the battlefield. <!-- ---------------------------------------------------------------------Wraithguard-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Wraithguard]]''' |- |''Core Infantry'' |''Spirit Host'' |- |colspan="2"|[[File:99120104031 EldarWraithguard01.webp|200px|left|border]] Methodical, stoic and purposeful, Wraithguard are the premier heavy destroyers of anything within 12" of them. With both their D-Scythes and Wraithcannons hitting at a staggering S10 AP-4, no unit without an invulnerable save or a 2+ armor value will have a ghost of a chance defending against the sheer firepower these statues bring to bear. Unfortunately, despite their resilient T6, 3+ defensive profiles, Wraithguard are even more helpless in melee than before. Evidently, death has rendered them unable to remember how to properly make a fist, so the only thing they can seem to do is fire their guns point blank into the people fighting them in melee. Well, the Wraithcannon Wraithguard at least. As of currently, with the Blast rule preventing such weapons from being fired at targets within engagement range of them, D-Scythe Wraithguard are actually helpless in a fist fight and prone to getting tied down if you can't shield them from oncoming enemies. At the price you're paying to bring even a single squad of them, you're going to want to make sure they can freely fire their weapons on command and at every possible opportunity you can manage. |- |colspan="2"| :'''Weapons:''' The entire squad may be equipped with either Wraithcannons or D-Scythes. <tabs> <tab name="Wraithcannon"> Your classic Tank/Monster/Titan-be-gone tool, Wraithcannons in general were solidly buffed compared to last edition. A range buff up to 18" gives Wraithguard much more flexibility at engaging targets of opportunity (especially if they're arriving out of reserves) and a damage buff of d3+3 (and an extra Mortal Wound on a roll of a 6 to wound) means a full, successful volley of Wraithcannon shots at a target is doing no less than 20 damage. One or two lucky rounds of shooting these cannons is more than enough to severely cripple or destroy any vehicle up to and including Imperial Knights. </tab> <tab name="D-Scythe"> Another weapon that received a bit of a tweaking and a general buff overall. Though the addition of Blast absolutely cripples the Wraithguard if they get tied down in melee, as does the removal of auto-hitting targets you fire them at, the range jumping up to 12" (which now makes D-Scythes a viable option for deep-striking Wraithguard) and boost to d6 shots ''per'' D-Scythe ensure that whatever infantry blob you want dead dies quite completely. The extra 1 Mortal Wound per wound roll of a 6 certainly does a lot to boost the death count and, considering the sheer number of shots your D-Scythes are capable of putting out, can actually still melt a hole in larger, hardier targets just as easily. Potentially more so than the singular Wraithcannon shots. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Wraithblades-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Wraithblades]]''' |- |''Core Infantry'' |''Spirit Host'' |- |colspan="2"|[[File:Wraithblades01.jpg|200px|right|border]] In their fuming quest to cut up everyone who they feel is responsible for their predicament, Wraithblades are your heaviest hitting melee infantry. Though substantially more expensive, slower and bulkier than your Howling Banshees or Striking Scorpions, Wraithblades are ''much'' more durable and are better suited for extended combat against heavier-hitting foes that would otherwise lay low your squishy warriors. Due to their abysmal movement speeds, you are almost required to take along a Wave Serpent if you have any intention of using your Wraithblades before the final turn of the match. To this end, you may as well spring for a Spiritseer/Autarch/Farseer/Warlock companion or two to make the most out of that party bus once it arrives at your destination. |- |colspan="2"| :'''Wargear:''' The entire squad may be equipped with either Ghostswords or Ghostaxes and Force Shields. <tabs> <tab name="Ghostswords"> This choice is the more "offensive" option, granting yet more attacks to cleave through hordes of infantry as quickly as you can manage. All things considered, you may want to switch to the axes if you're taking these guys. The crazy degree of durability afforded to the Force Shields frankly outweighs the weight of attacks your Wraithblades can put out, especially since Howling Banshees can do so almost as well these days at well less than half the price per model. </tab> <tab name="Ghostaxes and Force Shields"> The same old shield from 8th, this is what you take when you don't want anyone to move you. A 3+/4++ statline now protects your Wraithblades, who still enjoy -1D from multi-damage weapons that manage to slip through. Cast on Fortune and watch your Wraithblades weather the fiercest firepower your opponent can muster while they hack away at everything in reach with their S7 AP-3 Ghostaxes. Wraithblades have been properly re-trained on their use too, for they no longer suffer the -1 to-hit penalty when using the hatchets. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Wraithlord-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Wraithlord]]''' |- |''Core Monster'' |''Spirit Host'' |- |colspan="2"|[[File:Wraithlord.jpg|200px|left|border]] In another interesting move, Wraithlords have decided to shack up with their smaller brethren in the Elite slots, adding yet ''further'' competition to a very crowded category. In a way, this is more of a benefit than when they were in your Heavy Support slots; by moving to Elite, Wraithlords can function as a jack-of-all-trades unit without imposing on the slots needed for more specialized heavy hitters (such as the Fire Prism or Dark Reapers). Wraithlords changed very minimally since 8th edition, but they did receive two very welcome buffs to their durability and general effectiveness that cannot be glossed over. First, and most importantly, Wraithlords dropped down to 9 wounds. Normally the drop in total durability would be frowned upon, but this particular case warrants an exception to the sentiment. Just like Wraithseers, Wraithlords no longer suffer a degrading statline and as such will remain in top form even when a stray bolter shell will end them. Additionally, the -1 to all multi-damage weapons gives these guys substantially more protection against D2-3 weapons; this is a borderline must due to the Wraithlord's complete lack of an invulnerable save. Otherwise, your Wraithlord is as tough as ever; T8, 3+ save and 9W keep your former Exarch on the field. But, if that still doesn't quite cut it, consider this. The Wraithlord is now a {{w40kkeyword|core}} unit. That's right, for the first time, it can fully benefit from all Runes of Battle, Fate and Fortune completely. |- |colspan="2"| :'''Wargear:''' Wraithlords can take a Ghost Glaive, up to two Shuriken Catapults and/or Flamers and up to two Shuriken Cannons, Scatter Lasers, Starcannons, Bright Lances and/or Aeldari Missile Launchers. <tabs> <tab name="Ghostglaive"> The trademark blade of your Wraithlord. You'll want this if you intend to duel opposing Dreadnoughts, Monsters or Tanks; S9 d3+3 damage a swing can do a hell of a lot of damage, if you don't just outright murder your opponent in a single round of combat. Alternatively, the Ghostglaive was finally graced with an alternate profile to help deal with tarpits; Sweeping Blow hits at a reduced S7 AP-2 D2 profile, but it doubles your Wraithlord's attack output. This lets it easily mow through tarpits be they GEQ or MEQ. All things considered, this is almost a must have for your Wraithlords now. </tab> <tab name="Flamer"> The first of two wrist-mounted weapons (or shoulder if that appeals to you for some odd reason), flamers are your best anti-GEQ/Horde deterrent. (2)d6 S4 shots at 12" can wrack up quite a body count even before you take aim with any of your bigger guns, much less when you charge into melee. Not to mention, should a tarpit attempt to bog you down, these things serve quite excellently at cleaning up the chaff clamouring at your Wraithlord's shins. </tab> <tab name="Shuriken Catapult"> Though a slight buff to 18" of range and a default AP-1 does give these guns marginally more offensive oomph to the flamers, 2 shots per catapult isn't exactly turning any heads. You may pick off a model or two here, or chip away a wound on something bigger, but let's be real. The only reason you're taking these is because they're free or you ''don't'' intend on sending your Wraithlord into the fray. Which, let's be honest... is kind of a waste of this thing's potential. </tab> <tab name="Shuriken Cannon"> The glow up this thing got frankly did wonders for any Wraithlord packing one around and frankly makes it your best generalist infantry slayer. Against the hordes, it does falter compared to your Scatter Laser and even with the Shuriken rule, it's not ideal compared to the Starcannon or the Bright Lance against heavily armored, multi-wound targets. Having said that, a flat 2 damage per shot with the potential for AP-3 is nothing to sneeze at. </tab> <tab name="Scatter Laser"> If you're expecting tarpits or hordes of weak infantry... this is the gun for you. 6 shots at S6 is honestly pretty impressive for a single gun, even more so if you dual-wield them for 12. Of course, the lack of AP and single damage per shot definitely curtails this gun's effectiveness against tougher targets. Having said that, as the Imperial Guard continues to prove, there's something to be said about volume of fire alone. </tab> <tab name="Starcannon"> If you're facing high armor, multi-wound infantry like Space Marines and don't want to rely on the unreliable Shuriken rule to punch through armor, the Starcannons have you covered. Two of these things blasting holes in infantry before the charge gives you solid odds at deleting the average squad of Marines and can even plink off some wounds on a monster or two. </tab> <tab name="Bright Lance"> When you need to delete enemy Monsters before you pull out the Ghost Glaive. Of course, you can bring it/them ''with'' the Ghost Glaive if you want a dedicated Monster dualist, though unless you brought some flamers, you're going to struggle to deal with of infantry swarms. </tab> <tab name="Aeldari Missile Launcher"> As ever, your flexible jack-of-all-trades gun. Can pair nicely with the two flamers if you're looking to lay down as much (potential) dakka as possible on swarms of enemies, but you can't fire it in that mode in melee. Alternatively, the single shot profile can deal a hell of a punch to a bigger target, but it's generally not going to be as reliable as your Bright Lance in this regard. </tab> </tabs> |} <br>
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