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====[[Alaitoc]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Alaitoc banner large by mirageknight32-d62s4fo.jpg|Border|75px|left]] |A craftworld so strictly governed that many of its denizens would rather walk the path of the outcast than live such regimented lives. As such, Alaitoc generates many more rangers, pathfinders and corsairs than any other major craftworld. Despite their reluctance to remain on Alaitoc, these outcasts still ultimately remain loyal to their people and offer their services as spies and marksmen when called. In practice, Alaitoc reflects this by encouraging you to play ''very'' defensively. Many of your units can become extremely difficult to shoot at range when properly supported with Alaitoc's attribute and the myriad of other hit-modifiers available to you, forcing opponents to get closer or get into melee combat to reliably deal damage. Conversely, this attribute is virtually useless for any of your units who rely on being in close range to do their jobs, such as Howling Banshees or Fire Dragons. |} <div class="mw-collapsible-content"> =====Alaitoc Special Rules===== *'''Attribute β Fieldcraft:''' Your opponent must subtract 1 from any hit rolls made by models from more than 12" away. **There isn't a single unit in the entire Craftworlds list that does not benefit from this in some way (-2 to hit for Triple Cannon Wave Serpents and Crimson Hunters? -3 to Shadow Spectres and Rangers with Conceal in play? Yes please!) Unless you are going for a specific or fluffy Craftworld list, this will most likely be your default Craftworld Attribute. **An interesting clarification was made in the 9/2019 FAQ in that all ''models'' outside 12" suffer the hit penalty, even if the unit they're in is within that bubble. Definitely worth keeping in mind, if only to remove room for interpretation on your opponent's part. *'''Warlord Trait - Puritanical Leader:''' If all units within 6" of your Warlord are {{W40kKeyword|Alaitoc}}, they automatically pass Morale tests. Illic Nightspear must take this if chosen as your Warlord. **Nice if you don't want to shell out 2CP for fearless. **Obviously, this does absolutely nothing for an Avatar of Khaine, who already has this. Can be very good on an Autarch, though, since it has the same range as his re-roll aura, and gives you a good excuse not to find a way to get Will of Asuryan onto your table. Plus, who doesn't want a mobile bunker of Fearless, especially with the mobility options an Autarch has? *'''Stratagem - Pathfinders (1 CP):''' At the start of an enemy shooting phase, pick a unit of {{W40kKeyword|Alaitoc Rangers}} in cover. All attacks that target that unit in this phase will only hit on a 6, irrespective of modifiers. **Note this is a flat 6, not a 6+, so keep that in mind when using this as your Rangers are already going to be -2 to Hit while in Cover anyway. In very select circumstances, this can actually buff enemy units attempting to shoot them as it guarantees a hit on a roll of a 6. In most cases, it can be a very useful tool for a squad camping objectives or deepstriking deep in enemy-held territory where ''Conceal'' support is unavailable or better used on something else. *'''Remnant of Glory - Shiftshroud of Alanssair ({{W40kKeyword|INFANTRY}} only):''' -1 to hit the bearer in the Shooting phase, and the bearer can Deep Strike. ** A great relic that stacks with your attribute to grant a -2 to-hit modifier to a regular Farseer, Warlock or Spiritseer at ranges over 12". An Autarch can take this, but seeing as they already have the exclusive ''Shimmerplume of Achillrial'' remnant, you'll probably only want to do this if you're taking multiple Autarchs for some reason. Note that the Skyrunner variants of the Farseer, Warlock and Autarch cannot take this relic. =====Special Unit===== '''HQ''' *'''Illic Nightspear''': At a reduced price of 65 points, Illic Nightspear is a cheap and potent HQ choice that excels at killing enemy {{W40kKeyword|Characters}}. Equipped with a special ranger rifle named the Voidbringer, Illic fires a single S4 AP-3 shot a turn that can target characters freely, deals a flat 3 damage, plus a mortal wound on a damage roll of a 6+. Did I mention that he wounds all non-{{W40kKeyword|Vehicle}} models on a 2+ and hits on a 2+? One or two rounds of shooting are all you'll need to take down squishier characters like Commissars, Warlocks, Apothecaries and Crypteks. Speaking of Crypteks, Illic's last notable perk is that he gets to re-roll all failed hit and wound rolls against {{W40kKeyword|Necron}} units. Where Illic starts to become dead weight is when most single model units have been dealt with; having only one shot a turn means that Illic will at most off one single model a turn (two, if you get lucky and roll a 6 for the bonus mortal wound against 1 wound models). This makes him virtually useless for the rest of the game, as unlike many of your other options, Illic has no way (outside being made your Warlord and using ''Puritanical Leader'' to ignore morale) of supporting any of your units. Thankfully, his revised price point means that if nothing else, you can bring him just to fill up an HQ slot for Battalion/Brigade detachments. </div> </div>
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