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==Supplements== ===Iyanden=== *'''Heroes of Iyanden:''' A Wraithlord or Wraithknight can be your Warlord, even though it's not an HQ model. This rule is weird and not particularly useful, especially given most of the Warlord powers are iffy to begin with. On the one hand, your opponent will struggle to take your Warlord down for an extra victory point; on the other hand, it will make your big Wraiths even more of a target than they already are. *'''Shadow Council:''' You can take up to 5 Spiritseers per HQ slot. This means you can pepper them throughout the army without jeopardizing your chance to take a Farseer. However, note that taking a ton of them becomes very expensive very fast. *'''Gifts of Asuryan:''' <s>You can't take the standard Eldar Remnants of Glory, but you can take the Iyanden Gifts of Asuryan instead.</s> You can still take Remnants of Glory, you just can't take items from both lists on the same character. We'll go into more detail about those below. *'''Voice of Twilight:''' Any Spiritseer in an Iyanden army treats the Voice of Twilight (a psychic power exclusive to Iyanden) as the primaris power for Runes of Battle, meaning you can't take Conceal/Reveal. Voice of Twilight is a two-Warp-Charge power that gives all Wraith units within 12" Battle Focus and Furious Charge. This probably takes more than it gives, given just how potent Conceal/Reveal is. Battle Focus makes them a bit more mobile (and is a darling for the Wraithknight), but Furious Charge is very iffy. ** This power is more design for your Wraithguard/Blades if anything. *'''Warlord Traits:''' Your Warlord can roll on the Iyanden Warlord Traits table, discussed below. ====Warlord Traits==== *'''1: A Hero for Ages Past and Future:''' 3D rerolls for your warlord, useful if you make a Wrathknight or lord to be the Warlord. *'''2: Beacon of Hope Renewed:''' The Warlord and everybody within 12" of him get Feel No Pain (6+). It will cover most of your army fairly easily and is certainly nice, but it's not exactly a huge benefit. *'''3: Driven by Ancient Doom:''' The Warlord and his unit gain Hatred. Useful, but most of your Warlord options will not be close-combat oriented, and if they are, they generally have high WS anyway, so this is only mediocre. *'''4: Lord of the Sorrowful Dead:''' The Warlord can use the Spirit Mark ability from the Spiritseer; if he ''is'' a Spiritseer, he can Spirit Mark two enemies per turn. In both cases, it lightens the load on your Spiritseers, but this isn't as useful as in standard Eldar, since you can take a Shadow Council of a up to five Spiritseers. Also of special note is that you can get this for a Wraithlord or Wraithknight, which makes them far more effective as a support unit. *'''5: The Purity of a Flawless Soul:''' The Warlord and his unit get +1 to Deny the Witch. If you get this on a Farseer or Spiritseer, it'll make the unit all-but-invulnerable to psychic powers. For pretty much anything else, it's nice but not particularly good. *'''6: The Undying Flame:''' The Warlord rerolls all failed saving throws, but if he takes an unsaved wound, he loses the ability. This is pretty amazing, all things considered, since it greatly improves the survivability of your Warlord. This is especially nice on the Wraithknight and Wraithlord; it makes the two of those all-but-indestructible. ====Gifts of Asuryan==== *'''The Celestial Lance:''' The weapon of the Shining Spears Phoenix lord. It has a short range lance shot while its melee is basicly a powerfist at normal iniative you can only use when you charge, both if it kills a character/monstrous create it explodes! Place a large blast on top of it and everyone but the bearer takes a hit at equal strength with saves allow. Combine with marksman’s eye to snipe a leader in a squad to soften it up for a charge. *'''Soulshrive:''' A mastercraft powerweapon at AP2 everytime you kill with it it you add more strength to it. *'''The Wraithforge Stone:''' Here's the cheese, during each of your movement phase a wraithlord or wraithkight heals a wound on a 3+. Makes a them even harder to kill which is good due to all the fire they're going to take. *'''Guardian Helm of Xellethon:''' Wraithguard in your unit take all your hits, and can accept challenges. *'''Spear of Teuthlas:''' You can't have Iyanna Arienal but here's the next best thing, her spear. Bascially a singing spear with rending. Given that you get the rending dice on any roll of a six this means that you can carve open vehicles that much better and thanks to rending, have a better chance of going through somebody's armor save. Not a lot, but at a mere 15 points if you were going to get a singing spear HQ model you may as well get this and add a little more punch.
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