Games Workshop Warhammer 40k - Aeldari Dice Set

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Games Workshop Warhammer 40k - Aeldari Dice Set

Games Workshop Warhammer 40k - Aeldari Dice Set

RRP: £99
Price: £9.9
£9.9 FREE Shipping

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The Dire Avengers are first amongst the Aspect Warriors of the Aeldari. They represent the War God's unending thirst for vengeance upon a galaxy of woe, and as such they are merciless to their foes and unstinting in their devotion to their people. Eldritch Storm- Alright so you know how most armies get some 3CP Orbital Bombardment type Stratagem that’s cute but barely usable? Yeah the Eldar one is actually usable. Reason being is as follows. In your Command Phase you place a marker within 24” of a FARSEER . In your Psychic Phase, any of your FARSEERS can attempt a WC 5 Psychic Action, Empower Storm. Then, in your Shooting Phase, the Storm goes off, hitting every unit within 6” of the marker on a 2+ (or 4+ if they’re an INFANTRY CHARACTER ), and doing D3 Mortal Wounds to them, with an additional +1 for each Empower Storm Action that was completed. So it’s reliable, can do a bunch of Mortal Wounds in a big area, and most importantly has zero counterplay from your Opponent compared to other similar Stratagems, as they cannot move away from the explosion. Whilst they can attempt to Deny the Action to make it stronger, not everyone has Denies, and even then they might fail, and it will still be doing a decent chunk of Mortal Wounds even if they do Deny it. Now, it is pricey at 3CP, limited to once per game, you’re potentially sacrificing casting power of buffs for a turn, and you need multiple Farseers to really make it go nuclear, however the sheer threat of it alone can make entering in a 24” radius of a Farseer en masse a dangerous prospect indeed. Not always relevant, but worth considering if you need to do some damage in a big area. The Phoenix Plume- A SWOOPING HAWK Exarch gets a 4++, and also grants a 5+++ to their unit. Hawks are already a nuisance to deal with, so giving them a shrug makes them even tougher. Combines well with the Winged Evasion Exarch Power for maximum frustration.

Some might say that invading the Chaos-infected world of a sadistic Warpsmith is bad for your health. Unparalleled Foresight: Each time an Aeldari unit is selected to shoot or fight it may reroll one hit roll and one wound roll. Chaos Space Marines, Knights, Daemons, Death Guard, World Eaters, and Thousand Sons 10th Edition Warhammer 40k Rules: Datasheets & Index Cards The Aeldari are an ancient and once-proud race whose hubris caused their demise. As their civilisation reached new heights of technology and culture, and they came to dominate the galaxy around them, they began to seek stranger and darker pleasures. As a rule, this is an exceptionally powerful boost to the army. While it requires careful game planning and judicious use of the rolled results it will nevertheless be incredibly potent in key moments where ensuring something that you need to happen, in fact, does. It’s a change from the 9 th edition rule in that these dice are rolled all at once in the beginning and kept entirely vs rolled round-by-round and choosing a subset of results. It also simplifies the mechanic as a dice is simply a dice, rather than representing a ‘6’ in a particular category. The total number of usable dice is lower than in 9 th (20-25 guaranteed vs less than or equal to 12-15 starting) but having them all at once is a significant boost in planning turn to turn. There are also a few ways to gain additional dice or impact their use depending on how you structure your force or buy Enhancements.A Farseer’s ability to parse Branching Fates allows them to make your Fate dice go even further, changing the result of a roll to a 6, so you might want to hold onto those low rolls. Fortune allows them to bless a unit, worsening incoming Wound rolls by 1. Handy when your Guardian Defenders are sitting at Toughness 3.* And unlike their psychic peers from the other, lesser races, Aeldari do not suffer damage if their powers fail. Even these militia are skilled warriors whose experience outstrips that of lesser races. Guardian Defender units fight with deadly shuriken catapults and heavy weapon platforms equipped with a choice of specialised armaments. The results are pretty consistent; if the difference between the sample average and the population average is -4 or worse then it’s better to re-roll. Unlike the Adepta Sororitas , who use their faith in the Emperor to store rolled dice for later use , the Aeldari’s delicate mastery over fate allows them to maximise the result of any dice – as long as you’ve foreseen that specific type of roll. And as you can choose which results to retain in each battle round, you’ll have plenty of options for avoiding a critical failure in even the smallest games.

Headstrong- Saim-Hann v1.5, granting you reroll Advance and Charge rolls. Both are solid benefits to have across your army, whether it’s to help get into range with Battle Focus units, ensuring combat is made, or just moving around for the mission. Points cost. While their units are very good, you are paying a premium for things that won’t take a punch. Speaking of which… If every unit in the army meets certain qualifications (specifically all ASURYANI from the same craftworld, ANHRATHE, or UNALIGNED) the at the start of each round the Aeldari player can roll a number of D6 based on the size of the battle. Each result allows the player to manipulate a different type of roll based on the number on the D6; Advance roll, charge roll, Psychic Test, hit roll, wound roll, or saving throw. If the player chooses to manipulate a roll, then the player does not roll one D6 and instead treats that result as an unmodified 6. So in the case of single D6 rolls this means the player rolls nothing; they automatically get the unmodified 6. In the case of multiple D6 rolls (Charge and Psychic tests) the player rolls a single D6 and then adds 6 to it. Horrify reduces an enemy unit’s Ld by -2, and imposes Fight Last, which can cripple an offensive or an ongoing melee, protecting your units from being killed first, or to shut down Interrupts. The Ld reduction is icing on the cake.So how do we apply this to Aeldari Fate Dice? The question we need to answer is whether or not the distribution of dice we have received is worse than what we should expect to get if we roll one fewer die. In other words if we think have a highly negative outlier, is it worth trying again? The fastest way to do this is to see how far away from the expected average the result is. Wings: Worth saying that while the Death Jester isn’t an Epic Hero, they’ve at least considered the possibility that spamming them would be obnoxious – the once-per-turn selected buff can only be used by one Death Jester each turn. Webway Warriors- Exploding 6s for the turn you’re set up from Reinforcements. Very niche, and generally Vengeful is better for melee focused troops, what with being always active, however this can be very nasty for Shooting units when combined with the various ways to manipulate Strategic Reserves, Deep Strike, and arrive from Reinforcements turn 1. Rolling your Fate dice at the start of the game is reminiscent of casting the runes, and using them to manipulate the most critical moments of the battle to your advantage feels very, well, Aeldari.”

Aegis of Eldanesh- AUTARCH only, granting them a 2+ Sv and -1Dmg. A nice defensive boost to keep their useful abilities around, or just help them tank more damage. I think the news is less good for the factions at the lower end of the metagame – for all the hard work that one brave Death Guard player has put in to try and prove us wrong, they still feel a bit anemic, and along with World Eaters and AdMech they remain in a tough place, and I legitimately think you could have done a blanket 5-10% point cut across these factions (perhaps excluding their very best/Indirect units) with zero risk of them suddenly dominating. The most extreme shooty lists getting tanked has a better chance of lifting Tau and Votann up to being in an OK place, jury’s still out on that one. Phantasm- Redeploy up to 3 non- TITANIC u nits before the First Turn begins, for 2CP. Any redeploy ability is great to react to an opening that might present itself should you go first, to counter deploy going second, to allow a safety net in any mistakes you might make, or to react to any of your opponent’s redeploy or pregame moves. Can also be used to put units into Strategic Reserve, giving further flexibility and synergising nicely with the Webway Gate. Whilst you won’t always need to use it, having access to it offers you tons of options. Lastly, on a 2+ Fortune will make your units harder to wound, which is nice for the generally low-toughness army. Suppressing Fire- Roll 3D6 for one enemy unit you targeted in your Shooting Phase. If you beat their Ld, they cannot Overwatch, Set to Defend, or perform Actions until your next Shooting Phase, and any Actions they were performing immediately fail. For 15pts this can be pretty significant, especially given the greater number of Actions related to Missions now, as well as the support it can offer to units about to hit melee. The average on 3D6 is 11, so most things shy of Custodes will be susceptible to this.Hey it’s me, Wings, known big fan of weird combined Drukhari/Craftworlds lists. I was resigned to the Drukhari I’d brought for these purposes being relegated to Boarding Actions this Edition, since the trend towards monofaction has been ever greater, but apparently I was wrong. Masterful Shots- Ignore Light Cover is a potent army wide buff, especially given the already good AP on your weaponry, and whilst not totally applicable to all units, it will help the bulk of your army pretty significantly. As a means of calming their tempestuous emotions and keeping their ancient enemy at bay, most Aeldari devote themselves to specialised Paths, on which they hone one skill, sometimes to the point of obsession. Aspect Warriors are the Aeldari who walk the martial paths. Each Aspect Shrine is built around the teachings of a Phoenix Lord, legendary figures inspired by the various ways the Aeldari god of War, Khaela Mensa Khaine, engaged in battle. When it comes to manipulating fate the Aeldari are known to tug at those strings. This pool of dice is nothing new to the game. What makes it unique is that you start with 12D6 and can choose to re-roll all the dice for a better pool. But each time you do you lose one die from the roll. These dice are then “fixed” at the number and you can use them to replace the die rolls above.



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