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===={{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"? |}
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