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Gudel, the Citadel Device houden a Codex Eldar Supplement and all associated marks, logos,. T . never succumbed to corruption, or so the Eldar of Iyanden. download pdf reader eldar iyanden codex supplement, download pdf converter eldar iyanden codex supplement, download pdf for pc eldar iyanden codex. Eldar Iyanden Supplement. In M41 the Eldar Craftworld of Iyanden suffered its greatest tragedy at the claws of Hive Fleet. Kraken. Around the same time that .
Who said Eldar had to be squishy?
This is also possibility to increase the resilience of a Warlock or Spiritseer against Perils wounds, if you don't find anything more useful. Mark of the Incomparable Hunter: Your warlord can snipe characters. Entertainingly powerful on anything with a strong, accurate, long-ranged gun; one of the best candidates, for example, is an Autarch carrying a Reaper Launcher, or a Wraithseer with D-cannon in an Iyanden list although that makes your Warlord that much more of a priority target.
Seer of the Shifting Vector: Once per round, you can re-roll one hit, wound, save, psychic, or deny the witch roll for your Warlord. This is another trait recommended for an upfront Farseer or Autarch on Jetbike, because they will get the most chances of actually using this ability.
A rerolled save can make the difference between a dead and a living warlord in the end! That said, this trait can also be used to improve the casting of Warlocks or Spiritseers. 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? That unit re-rolls all misses for that phase. Awesome ability, as it's like Guide that can't fail but doesn't extend to the enemy turn and won't help with overwatch or the Forewarned stratagem you can drop on any unit.
Terrible on an Autarch, not that Biel-Tan had much use for an Autarch to begin with due to diminishing returns on his aura, and likewise not useful for anything intending to stay near a Shuriken Weapons unit for the same reason. It's also mono-target, so it has the most synergy with other mono-target buffers, meaning Warlocks, Spiritseers, and Farseers.
Iyanden - Enduring Resolve: The Warlord may attempt to deny one psychic power in each psychic phase. If your Warlord's a Psyker, they can deny one more power. However, in most Iyanden lists, you're better off with an Ambush of Blades Autarch, since the Iyanden attribute has the most synergy with largely the same units.
Saim-Hann - Wild Rider Chieftain: Whenever your Warlord piles in or performs a Heroic Intervention, it can move 3" toward the nearest enemy Character rather than the nearest enemy model.
In addition, if your warlord throws all of their attacks at one enemy character, you add 1 to their attack characteristic until the end of that phase. Even Rowboat himself is going to be seriously considering falling back and with Doom support, Mathhammer gives the Avatar a damn good chance at killing him if you're willing to burn CP to guarantee first swing on the next turn.
A Wraithseer can also pulp any character idiotic enough to get too close with 5 S9 AP-4 attacks doing D6 damage per stab.
Can be mitigated by keeping it in melee and healing it when necessary. Everyone else should be staying out of melee combat though. Ulthwe - Fate Reader: If your army is Battleforged, and your Warlord is on the battlefield, roll a d6 at the beginning of each turn; on a 6 you gain a command point. Deeply entertaining on an Autarch. With how cheap Brigade Detachments are now this is hilariously overpowered.
Specialist Detachment Specific[ edit ] These are very specific traits which can be taken by applicable Warlords within their Specialist Detachments. While they can be quite potent, they do only apply towards units with the respective Specialist Detachment keyword, meaning you'd have to very specifically design your army around these traits to take full advantage of them.
If you can spare 1 CP and still want a regular trait for your warlord, you may use the Field Commander stratagem to give one of your HQ units within a Specialist Detachment the respective trait associated with it. While this sounds good in practice, the utility pales somewhat when your standard units are Windriders who probably shouldn't be in melee and Vypers who also shouldn't be in melee.
That said, the ones who really benefit are your HQ choices themselves. Alternatively, this opens up some tactical options for applying pressure on key enemy units, though keep in mind; this can make your Warlord considerably more vulnerable since he'd have to be participating in the charge-retreat-charge shenanigans as well.
This is very redundant for Saim-Hann, given their attribute simply applies to all your units regardless. Instead, this can be particularly handy for Iyanden Wraith armies, with a Spiritseer for cost efficiency and RoB support, or a Wraithseer as a durable, hard-hitting buff vector for his Wraith body guards plus it gets the re-rolls too! Going with this trait means you're going heavy with Wraithblades , physically inclined Wraithlords and Wraithseers , or planning to have your Wraithknight up in the thick of it.
If you prefer to keep your enemies at a modest distance, it may be better to stick with a vanilla trait instead. Ynnari Detachment Specific[ edit ] Yup, after nearly two years of going without, Ynnari armies finally have access to their own unique Warlord traits.
Due to the way Ynnari detachments now work, so long as a named Ynnari character is in the detachment, you may name take it as a Ynnari detachment and name any generic HQ as your warlord if you so wish. All non-Ynnari named characters cannot join a Ynnari detachment anymore, so no Phoenix Lords or Eldrad for you. Also, it goes without saying the craftworld and specialist traits are off limits.
A decently reliable way to buff your warlord on a more consistent basis compared to the other offensive traits here, but with a notable peak in performance. The Yncarne has this by default. A flexible choice that helps keep your options open when you don't know what to expect.
Fear of the Grave: All enemy units within 6" of your warlord subtract 1 from their leadership, 2 if it's during a turn a unit was killed by the warlord. Stacks very well with leadership bombs courtesy of the Visarch and nearby Hemlocks, Wraithseers or Horrify Warlocks.
Favoured of Ynnead: Consolidate 6" instead of 3" in melee. Can be handy to keep up the momentum, but runs the risk of leaving your warlord's entourage behind.
Yvraine has this by default. Master of Death: Whenever your warlord rolls a hit roll of 6 in melee, it generates two hits instead of one. A good way to help deal with hordes and fish for hits in general, but kind of unreliable. The Visarch has this by default. Tactical Objectives[ edit ] It is not possible to be prepared for an explicit tactical objective. For most cases, achievement is purely situational. However, in some cases there are some tricks to make achieving them easier.
Because only charges and no kills matter, you may throw in everything you have at hand, e. Wave Serpents and other grav-tanks who can survive melee for a turn. With a psyker Warlord you can hedge your bets, who will guarantee this is always marker 2 or 5. If there is somewhere a lonely 1-man unit, you may consider casting Smite instead of Eldar trickery in order to get the psychic kill.
As per shooting and fight phase kills: Remember that you have to kill the entire unit off - letting morale do the work for you won't count. Universal[ edit ] Standard strategems that can be used by any and all Craftworlds, though Ynnari detachments are now exempt from using these. Instead, roll a d6 after the unit that killed it has resolved all its attacks; the Avatar then comes back to life with that many wounds remaining.
Needless to say, this greatly increases the danger an Avatar poses in close combat.
Stacked with Fortune to become freakishly hard to budge. Absolutely hilarious for Deep Striking in a bunch of Hemlocks right where you need them. Only works once though. Remember that you drop down during the Movement Phase so the vehicle has to sit still for a turn. The range of the power is doubled.
It can't be stated how useful a 36" Range Jinx and Restrain can be, especially with Primarchs or Flyrants on the table. Feigned Retreat 2 CP : Pick an Asuryani unit that has fallen back this turn; it can now shoot and charge despite having fallen back.
Not as useful on Swooping Hawks or your tanks, since they could already shoot after falling back due to the FLY keyword , but everyone else benefits from it, given the short range of most of your guns. Incredible for your Shining Spears as they benefit greatly from being able to fall back while abusing FLY, shoot and charge again. Fire and Fade 1 CP : After a friendly Asuryani unit shoots, it can move 7" as if it was the movement phase; however, it may not advance as part of this extra move and will be unable to charge that turn.
Still a small price to pay for getting move-shoot-move back. It gives a great mobility boost as well as Advance-Shoot-Move is possible.
Finally it can be a nice option to get a unit back into cover after it has finished off a unit in the shooting phase for Non-Ynnari. FAQ confirms that Swooping Hawks can still drop grenades on any unit it flies over with this.
If you want to see the game table flip: take a maxed out block of Dark Reapers with Tempest launcher on the Exarch, and a Wave Serpent. Bonus points if they are Ynnari, and Yvraine is tucked away within 18". Congrats on officially becoming That Guy.
Forewarned 2 CP : Used whenever an enemy unit arrives from the battlefield within eyesight of a friendly unit that is within 6" of a friendly farseer.
That friendly unit may make an out-of-sequence shooting attack. Unlike other similar stratagems, this one doesn't force a -1 to-hit penalty, and can be outside of 12"! This is actually really broken. Your opponent's gotta be REALLY careful not to get his deep striking unit shot to shit from Dark Reapers who could see them, or even humble guardians taking down a Lictor before it could do shit to them.
A note on Drop Pods: The RAW specifically states you target the unit that arrives, in this case the Drop Pod itself, and not whatever comes charging out. Re-roll all failed to-wound rolls against a unit with the Slaanesh keyword. All attacks against that unit are resolved at -1 to hit for the rest of the phase.
One fun but costly idea is to combine this with the Celestial Shield Stratagem on Guardians to really infuriate your opponent. Bonus points for doing it with Alaitoc in the shooting phase to stack it with the Craftworld Attribute, though you will probably lose friends for it.
Once all other shooting is completed, the first Fire Prism may resolve its shots against the target selected. If at least one other Fire Prism linked fire with it, it gets to re-roll its hit and wound rolls as well. Combined with Pulse Laser Discharge, this stratagem can wreak absolute havoc on almost everything in the game. Having Fire Prisms shooting S12 AP-5 lances twice each irrespective of line of sight or range re-rolling hits and wounds can absolutely devastate any vehicle from Rhinos to Imperial Knights.
Conversely, rapid Dispersed Blasts can all but evaporate any individual blob you want off the board with a barrage of D6 S6 shots assuming you have only two Fire Prisms fielded, that's still 4D6 shots, assuming they haven't moved much.
Hilariously you can also use Linked Fire to nuke your opponent's special snowflake character, as long as the character is the closest model to the first Fire Prism the others can also target it. Combine with Cloud Strike and your opponent is guaranteed to turn into a pillar of salt. Matchless Agility 1 CP : Used whenever a friendly unit advances. Instead of rolling a die, you automatically advance 6" with the unit.
Makes Footdar lists hilariously broken outside of Matched Play. Still damn useful in Matched Play as well. It can now discharge the shield a second time.
Because apparently the Wave Serpent really needed the extra boost. Phantasm 2 CP : Used at the beginning of the game but before the first player turn has begun. You may immediately remove up to 3 friendly units and re-deploy them. Nice if you deployed first for a quick counter-deployment strategy in case you fucked up your unit placement.
Considering how a properly positioned Eldar unit is critical, this can be a good backup plan. Once the deployment is finished, you can place that Fire Prism he could've sworn was just sitting out in the open way down field of those devastators he sent after it with a clear flanking shot on them.
Do note that using this tactic offensively will likely only work once or twice against most people, and even then you shouldn't base your core strategy around it. Try to save it for tournaments or games against irregular opponents and if you're confident you can afford the CP or potential risk to your important units.
Runes of Witnessing 2 CP : Used at the start of any phase. Pick a friendly Farseer. Given you want that dick up front spamming Smite and Executioner, this is awesome for supporting the unit he's with. Also pretty nice on that Farseer in the Dark Reaper blob that they just guided. If you hit, do D3 mortal wounds instead of rolling to wound. Supreme Disdain 1 CP : Used whenever a friendly unit is chosen to fight in the fight phase. This does stack with Striking Scorpion Exarchs or Scorpions buffed by Karandras, and can definitely make that unit of Banshees or Wraith Blades even more horrifying.
Even regular Wraithguard are no slouch in close combat and every exploding attack hurts all the more.
Tears of Isha 2 CP : Used at the start of your turn. Select a Wraith Construct model, and it regains 1d3 wounds lost earlier. Your Wraithlords will appreciate this as they walk up the battlefield with a degrading stat line and no form of invulnerable save.
Note that for 70 points, you can field a Bonesinger to do the same job, but that has its own downsides, like the need for the Bonesinger to keep up with what it's healing. Note that this is the only way that Ynnari armies get to take relics, as they can never have a Craftworlds Warlord so don't get the 1st "free" relic.
They can attempt to cast one additional power. Oh hell yes. Slap this on Eldrad and one-up those Tzeentch Chaos Sorcerers. Pretty useless given the low volume of fire: Two D-cannons will give 3 hits on average and therefore 0. Use Doom or the standard CP reroll instead. Pay for the 3 CP instead to deep strike a second unit. Aside from the obvious Fire Dragons or D-Cannon Wraithguard just about every eligible unit can benefit from being able to be placed where you want, when you want.
Ulthwe and Saim-Hann respectively can use this to dump a Guardian Squad with Heavy Weapons or Vypers full of Heavy weapons right behind something important then fire without penalty Discipline of the Black Guardians Strat and Saim-Hann Craftworld trait respectively Craftworld Specific[ edit ] Strategems which can naturally only be used by their specific craftworld in an attempt to augment what those forces already specialize in.
All attacks that target that unit in this phase will only hit on a 6, irrespective of modifiers. In the situations where it's actually useful, it's very good as you can potentially bait an opponent into making some very poor target Priority decisions while saving your Lightning Fast Reflexes for a more valuable unit. That unit adds 2 to its charge rolls and will re-roll hit results of 1 in the subsequent Fight phase.
If the unit in question is within 6" of the Avatar of Khaine when the stratagem is used i. Particularly helpful if your Wraithguard are lugging Wraithcannons.
Honestly this screams Wraithstar. The whole thing costs a total of Points. The big deal is the fact that you can move your Platforms and D-Cannon Support Weapons without taking a hit to accuracy. It should be noted that you may not select any detachments with Ynnari units, unfortunately.
General Stratagems: Stratagems that aren't gated behind specific Specialist Detachments, but can still be used to augment them. Field Commander 1 CP : This stratagem bears special mention. For one command point, you can designate a character with a Specialist Detachment keyword and they gain the warlord trait associated with that detachment. Nick, Chad and As I mentioned in a previous post, I have For starters, I finally mounted the missiles and void mine to the Voidr A friend of It has been a long time coming, two d I pla An actual battle plan?
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