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===Remnants of Glory=== The artifacts of the age long past these relics are the unique and powerful wargear that can be equipped to any combination of your Autarch, Farseer and Spiritseers HQs. Only one of each item can exist in your army at a time and each costs anywhere between 15 and 40 points. As a general rule of thumb your Autarch is the assault based HQ of choice for any of the close combat type weapons, where as your Farseer and Spiritseer both want to be back a ways and away from melee. Note that a dedicated melee Farseer can be built if you luck out on psychic powers and get something like Hammerhand or Precognition (rolled AFTER you buy gear annoyingly), but it's kinda inefficient. With the Iyanden Gifts of Asuryan gone now, one of the better weapons for a Farseer is gone anyway. *'''Shard of Anaris''': The Shard of Anaris is the all comers '''MURDER SWORD''' of the Eldar army, a piece of the original blade Anaris and damned worthy of its legend. Right out of the gate Anaris boosts the wielder's strength stat by 2 and gives them Rending and Fearless. However, the shard excels more for direct challenges between characters than all-purpose melee. Once in a challenge Anaris gains Fleshbane and Instant Death! Realistically while not a worthless buy, you’re paying for a weapon that will always lose out against the equivalent of all the other races (though at your initiative and with Rending you just gotta get one good slash in; only eternal warrior will save them). Issue this to a Jetseer in a Dark Eldar beast pack to give the whole unit fearless (which is the unit's greatest weakness) and laugh as the beast blob eats everything before it and refuses to go away. An Autarch on Jetbike with this thing is HILARIOUSLY good at killing monstrous creatures who are also characters. Daemons such as Great Unclean Ones, or even a Hive Tyrant in a pinch, are usually relying on their high toughness (which Fleshbane negates) and invul save (which will continue to work, unlike having a high Wounds stat) to protect them. If you're in a Challenge, Fleshbane plus Instant Death will serve you very well against them. *'''Firesabre''': Where Shard of Anaris is for killing off that one specific model, Firesabre is more of your generic infantry sweeper sword. Boasting +1 strength and AP3 this is a better Eldar power weapon with the Soul Blaze added feature (so it's a Space Wolves Frost Sword with Soul Blaze and Wildfire that costs 10 points more than the Wolves pay for it). Soul Blaze is the big core of the Firesabre, or at least the unique Wildfire rule that goes alongside it. Whenever the blaze deals a wound to the afflicted unit you roll a d6 for every friend and foe unit (not counting the wielder's unit) within 6” of the burning unit. On a 4+ you give them Soul Blaze as well. In reality this is a very very high gamble ability. Soul Blaze barely wounds most armies to start and needing a 4+ to propagate this weak rule doesn’t help the Firesabre’s case. An above average power weapon for a higher cost and likely not worth it (though a Spiritseer hanging around with Wraithblades might consider it just to avoid being total dead weight against MEQ). *'''The Spirit Stone of Anath’lan''': A clearly Farseer/Spiritseer-oriented item, the Spiritstone was made by a psyker for psykers. The stone allows you to drop the cost of a power you are manifesting by 1 warp charge (min. 1) at the expense of your Rune armor invulnerability save for a turn. Almost all powers from the Runes of Fate as well as a couple from the Telepathy and Daemonology disciplines are cost 2 or more. If you don’t roll any of these powers then sucks to be you by the way. Useful and affordable for support Farseers who can get good cover saves and enjoy throwing around a good whack of powers. *'''Uldanorethi Long Rifle''': Probably the simplest and most universal of the Remants, the long rifle is a sweet tool for any and all Eldar commanders. A very easy to read sniper weapon featuring AP3 and ONE HUNDRED AND TWENTY INCHES of range. 120”! This gun shoots farther than battlecannons, railguns, prism cannons, even the Icarus lascannon. Now right off the bat this item has some easy uses, thrown onto a supportseer or backline Autarch the long rifle allows your HQ to actually contribute firepower during the shooting phase. A support-built (Guide/Prescience) Farseer inside a squad of Dark Reapers hammers out a single accurate sniper shot right into an enemy unit the reapers are firing upon, cool. If your warlord wields this and rolled split fire as the warlord trait this weapon is improved in power; otherwise, it just adds to the power of existing squads, but hey, your Farseer is BS5, might as well plink off a shot or two rather than none. *'''Kurnous' Bow''': Well, no more Mantle of the Laughing God (the real Solitaire is back). Will we get Iyanden's Celestial Lance? No! Instead, you get a pistol. Not even an especially good pistol, just a measly S4 AP3 pistol with Rending. Huzzah. I think. At least it's cheap. Not actually awful, but both Autarchs and Farseers have something they'd rather shoot instead (if you're paying any attention at all). Spiritseers don't, so maybe this is a decent choice there. *'''Faolchu’s Wing''': Faolchu’s wing is the new trolling artifact, now that the Mantle's gone. During the battle focus run step the equipped model may now move 48”! This makes them faster and more mobile than jetbikes, skimmers, and even most fliers. This item does need a purpose to justify its cost, seeing how only the model may move and sacrifices the rest of the turn to do so. A tricky commander can use that insane movement to possibly launch your HQ into a held objective to suddenly contest the thing. Using a Psychic Power during the Psychic Phase will stop the Wing from being used, which limits it mostly to Autarchs. Hilariously, as the Wing grants the ability to Run, it is completely usable by an Autarch Skyrunner, even though normally Jetbikes cannot run. *'''The Phoenix Gem''': A multi-purpose item, the gem is a single use treasure that activates when the equipped HQ would be slain. Instantly engulfing the area in fire, the gem uses a large blast centered on the HQ, dealing damage with an S4 AP5 explosion. The ability can sometimes fail if you roll a 1 but usually goes off pretty easily. Then you check if the blast dealt any actual damage; if any model was dealt a wound (friend or foe), then your HQ will get back up with a single wound to stay and fight the good fight. At range this might save your support seer from death by blasting nearby allies, but generally you would rather threaten your foes. Might also come in somewhat handy for an Autarch that's going to be in the thick of it, like maybe riding around with Shining Spears or the like.
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