When only the finest graduates of Underwater Basket-Weaving school will do to protect your homeworld, you need Guardian Defenders.
He was turned to steel
In the great magnetic field
Where he traveled time
For the future of his kind
One Warlock, two Warlock,
Red Warlock, blue Warlock
This Warlock is a rambunctious tyke,
This one rides to battle on bike,
My what a lot of ‘Locks there are!
A warlock is a male witch, but a Warlock can be male or female and has absolutely nothing to do with Wyches. This shouldn’t be confusing at all.
This is the last article I’ll write about Autarchs, I swear.
The final member of the Autarch trio, the Autarch Skyrunner is the variant that gets to Easy Rider his way around the battlefield on an Eldar Jetbike- and rest assured, they haven’t gotten any worse since last edition, though they are a little bit more expensive. Still, you get some very reasonable bonuses for riding one- an extra toughness, an extra wound, and a 16″ move value, plus you always move a 6″ more when you advance, with no need to roll the die. Combined with the Autarch’s basic package (which includes 3+ armor anyways) the Skyrunner ends up being a very solid unit, but from there we’re only getting started.
What’s that in the sky- is it a bird, a plane? No, it’s the Swooping Hawk Autarch, here to provide rerolls and shooting support anywhere your army desires. (It’s probably good that it wasn’t Superman, that guy is kinda a dick.)
Although a lot of xenos factions aren’t lucky enough to get access to a character with a reroll aura, some few do- including Craftworld Eldar. But an Autarch can be much more than just an aura, especially if you’re dipping into the Index options for their wargear.
The runes have long foretold that this article would be about Farseers; you cannot avoid the path of fate.
Eldar have long held a reputation as being a psychically powerful race, a distinction that stemmed largely from their fluff. However, since 6th edition this fluff has translated more and more into the rules half of the game, to the point where Eldar really have been one of the best psychic armies in the game for several editions. You can argue the details of whether they really are the strongest (and what that even means), but few people would argue that unit-for-unit and spell-for-spell they don’t get some of the strongest psykers around.
Looking for an intro to the goody-good Eldar? Look no further! The first part of our Codex Review series for the Craftworlds codex begins, starting with the universal special rules and abilities available to the book.
Neil here again. No maths today, but a review of my favourite game of all time, Necromunda!
I started in 1996, or maybe 97, with my Escher gang. During the last 15 years since the last official update, I’ve just kept on playing. I’ve played dozens of campaigns, I’ve owned almost every gang at some point (although I’m currently down to just Escher, Van Saar and Ratskins). Like many groups, we play with a kludged together amalgamation of house rules and the best bits from every rulebook from over the years. We’ve played with all sorts of variant rules, custom gangs, custom scenarios, arbitrator & map campaigns. I’ve read the fiction, I’ve played every scenario I can get my hands on (I think my favourite was the one where your dudes go out on little boats to harvest gemstone eyes from giant spiders). I even have all the magazines! I was super excited about Shadow War: Armageddon, and I’ve played it extensively – in fact, I haven’t played 40k in months, only SWA. (And we’ve started mashing SWA up with old Necromunda gangs, too).