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==Dark Reapers== [[File:Dark Reaper Exarch.jpg|300px|right|thumb|Shadow the Hedgehog: Elf Edition.]] The story goes that Khaine once battled the [[Nightbringer]] and wounded him. The injury caused shards of the [[C'Tan]]'s being to migrate into the psyche of all of the races of the galaxy ([[derp|except]] [[Orks]]), instilling the fear of death in all mortals. And according to the ancient tome known as [[Wikipedia:Death anxiety|Wikipedia]], this urgent fear of death was what eventually precipitated the birth of the [[Chaos Gods]], CAUSING the very [[grimdark]] the 40k universe feeds on in the first place...[[FAIL|WAY TO GO]], Khaine! In return, these shards pierced Khaine's body and he gained a new aspect as the Destroyer. The Phoenix Lord [[Maugan Ra]] founded this aspect. Which is a bit weird, because Ra himself handles... [[wat|absolutely nothing like his aspect]]. He was said to be [[That Guy|obsessed with death and stood apart from his fellow Phoenix Lords]] in that respect. Dark Reapers are something like a hybrid of Dire Avengers and Fire Dragons. They do their best work against [[MEQ]]s but can also put a decent amount of damage onto most vehicles. The Exarch can take a [[Tempest Launcher|big missile launcher]] of the type only seen on support platforms or [[Wraithlord]]s, but with moar [[dakka]]. On the tabletop, Dark Reapers are essentially a squad of plasma guns that don't melt your own dudes, with T3, good accuracy, and a 3+ save. This means that their [[Reaper Launcher]]s make them very good against MEQs and have the range and weight of fire to be dangerous to lighter but more numerous infantry and annoy heavier infantry, as well as 3+ save monstrous creatures. The Exarch can either use a Shuriken weapon (never do this) or a missile launcher that he can double tap and has all the same warheads as its Imperial counterpart (with the exception of the frag warhead being replaced by the better plasma warhead). There's a third option of a Tempest Launcher, which is kinda like a mortar - shorter range than your standard rocket launcher but it puts out more shots and doesn't require line of sight. Dark Reapers are good at what they do, but they face competition from other Eldar heavy support options, especially since the entire codex is now excellent at Marine slaying, and their slot is shared with the more versatile [[Eldar War Walker|War Walkers]], [[Wraithlord|Wraithlords]], [[Fire Prism|Fire Prisms]], [[Night Spinner|Night Spinners]], other assorted [[Forge World]] Eldar tanks, and Vaul's Wrath batteries. The Eldar heavy support slot can be filled with excellent units and each of your three/six slots are precious. So while the Dark Reaper is by no means bad, it's a good unit that has to compete with a lot of excellent units. 6th edition brought back something they haven't had since 2nd: Krak missiles. With long range anti-tank missiles available and an increase in squad size, their scores just went up. Of course, you can now throw the FoC out the window (or, even better, use the Aspect host for +1BS), so have fun with them. As of 8th edition, they are possibly one of the best Heavy Support units in the game. Regardless of all to-hit buffs on the enemy or debuffs thrown on them, they gained a special rule that specifically states that they always hit on a 3+. Period. Considering they have either single hitting S8 shots or multi-hitting S5 blasts that do multiple wounds per hit, they can effectively end most non-horde infantry and vehicles down wind of them. With, 9th, they're... fine, remaining similar to their previous incarnation. Though compared to what the other options in the codex got, just being fine isn't enough to keep them as one of your most valuable units. They still put a good amount of firepower out from a decent range but they've lost the ability to always hit on 3s, instead trading it for ignoring '''dense''' cover. Plus they're limited to a squad of 5, so no more buffing 10-man groups with guide. Oh yeah, they also don't get battle focus like your other aspect warriors do, meaning you're gonna wanna park them somewhere you can take advantage of their 48" range that's in cover, since they can't run from being shot like every other elf in your book. Thanks GW. They represent Khaine in his aspect as inescapable death.
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