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Games Workshop Warhammer 40k - Aeldari Dice Set

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Nothing too complicated here, pretty much just a ~15% hike to anything with Towering and a gun, and slightly more on Canis Rex. That’s certainly going to force some decisions on Knight players – early play has seen a lot of three big Knight lists, but it seems pretty likely that two will now be the norm, and it’ll be interesting to see which ones. Mythic Hero presumably ends up as pretty much an auto-take with fewer Bondsman abilities to hand out, and at the other end of the spectrum it does seem plausible that just going in on one of the bigger threats like a Castellan gets more attractive now that each big Knight is a greater proportion of your army. Forewarned- A unit within 12” of a FARSEER can shoot at an enemy Reinforcement that arrived within 18” of them that turn (the chosen unit, not the FARSEER ), at the end of the opponent’s Reinforcement Step. Not cheap at 2CP, and requires a Farseer nearby to guide them, but this works on any unit you arrive near. Crisis Suits arriving within range of some War Walkers with Bright Lances, have at it. Warp Spiders onto a unit of Acolyte Hybrids, ouch time for them. A unit of Terminators thinking they’re clever and appearing near some Wraithguard, they’re gonna have a bad time. This can cause some serious headaches to your opponent’s game plans, so be sure to have a Farseer around your heavy hitters to “dissuade” enemy arrivals. If you do this, you can choose for your army to be Ynnari, in which case you cannot include the expected set of units (The Avatar, Phoenix Lords, Solitaires, Haemoculus Coven units, plus Corsairs for some reason) but can include up to 1000pts of Drukhari, even though your Faction is Aeldari. They can’t have Enhancements, but that’s kind of the only real meaningful limitation. You’re also not stopped from taking non-Phoenix Epic Heroes any more either. Firesabre- Replacing a Banshee Blade or Starglaive, you get +3Str AP-4 D2 that does an additional Mortal Wound on 6s to Wound. It’s not bad as far as melee weapons go, though it’s a fairly minor upgrade for a Starglaive. The Aeldari are a long-lived race, but in the aftermath of the Fall, they faced a slow demise, and a horrifying afterlife – for Slaanesh has staked its claim on each Aeldari soul in death. In response, the Asuryani bound themselves to soulstones, which capture their souls at their deaths to prevent Slaanesh from taking them. In times of great need, these soulstones are embedded in wraithbone constructs, so that the dead can bolster the armies of the living. There are many such constructs, including the mighty Wraithlord , the towering Wraithknight , and beyond. Fire Prism

For example, let’s say I rolled four 1s, three 2s, and 5 6s. I would pair four of the results of 1 with 4 of the results of 6, leaving me with three results of 2 and 1 result of 6. Adding those numbers up I get 12. Subtracting 3.5 for each of the four dice I get a final value of -2. My distribution produced a mean value that was 2 less than the population. Cronescream- A HOWLING BANSHEE Exarch can, once per Battle at the start of a Fight Phase, causes one enemy unit in Engagement Range to take D3 Mortal Wounds on a 2+, doing +1 Mortal for each ChargeMove they’ve made this battle. So given the general “one and done” nature of Banshees, it’s D3. Not amazing, but can help in softening or finishing something off.Treasures of the Aeldari- Give a Character a Relic. As with the above, this can help build some strong Characters, and there are some good ones to choose from, especially for melee Autarchs. Children of Prophecy- Your PSYKERS can reroll 1s and 2s when Casting or Denying. Offers decent reliability for their powers, which are pretty crucial to the running of the army, though the cost of a more widely applicable army ability can be sorely felt. Perhaps you need your new Shroud Runners to snipe a crucial mortal wound onto an enemy leader, or your Howling Banshees are about to launch a pivotal charge? Since the manipulated dice counts as an unmodified 6, your visions will even allow you to activate certain abilities – like your beefed-up Shuriken weapons – as if you rolled the result naturally. Points cost. While their units are very good, you are paying a premium for things that won’t take a punch. Speaking of which… Chaos Space Marines, Knights, Daemons, Death Guard, World Eaters, and Thousand Sons 10th Edition Warhammer 40k Rules: Datasheets & Index Cards

A troupe of Harlequins dance across a ruined battlefield, dealing spinning death to some unfortunate Ork Boyz. Image courtesy of Warhammer Community. Asuryani

New Weapon Rules

As far as Abilities remember how I said there were “bad” rolls for the Fate Dice above? Well, the Farseer says, “screw that” with Branching Fates. Yeah…not really sure how to feel about that one as it changes a die to a 6. And it’s once per turn. So…I’m betting we’re gonna see a lot of Farseers running around, probably close to things with really big guns… Branching Fates corrects the bad rolls of your Fate dice, as if you use one to substitute a roll for a unit within 12” of your Farseer, it counts as an unmodified 6, 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.

PSYKERS can’t use Runes of Fate, but can use Revenant. You can still use Runes of Battle and Fortune, as well as Phantasmancy, though remember your Harlequin components won’t have the SAEDATH Keyword to use the bulk of the powers.It is rare to see an Aeldari warhost without a Farseer present to guide it. These immensely powerful psykers lead the armies of their craftworld, scrying the tendrils of the future with the help of arcane runes and psychic mastery. They maximise the natural skills and power of the Aeldari, and they hinder their foes with stupefying magics and eldritch storms. Guardian Hosts Masters of Concealment- My First Alaitoc Army, getting Light Cover when over 12” away. This is a solid survivability boost in the early stages of the game, as well as in later turns depending on how much distance you keep, being ideal for units that are aiming to stay away from the midboard and hold home objectives. When setting up the Yncarne via the Inevtiable Death ability, it may be placed anywhere outside of engagement range of a unit. That means that while your army targets a unit in the shooting phase for destruction, the Yncarne can on be on hand to teleport right into that unit’s place, anywhere outside of engagement range, shoot, then charge into another enemy unit. What’s more, because charging units are no longer required to only fight units they declared in the charge, a second charging Aeldari unit could conceivable destroy an enemy unit, allowing the Yncarne to teleport in, then activate, pile-in, and fight against an entirely different unit so long as the Yncarne had completed a charge that turn. 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.

TheChirurgeon: In the change that’s going to make me absolutely crazy, Lords of Skulls go up in points: +60pts in CSM and a staggering +105pts in World Eaters. What in the actual hell led to that decision I will never understand. Protect gives a CORE unit +1 to their Sv Characteristic, to a max of 2+. Helping offset even a single pip of AP can be significant, especially on already harder to shift units like Wraithblades or Shining Spears, but still useful on other units as well. Generally better than Conceal, as you can still get Light Cover, and bypass Ignore Cover rules, so it’s worth the extra Warp Charge. 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.Few weapons in the Aeldari’s eclectic arsenal are as iconic or as feared as the prism cannon. A sophisticated firing array focuses a laser through a crystal prism to amplify shots into thin beams of light that lance through tanks or saturated pulses of energy that annihilate infantry. Multiple Fire Prisms can combine Linked Fire to chain beams of light from one prism to another to ensure their prey cannot escape.** 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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