Here are a ton of new 10th Edition Warhammer 40k Aeldari rules, including Strands of Fate, weapons, and index cards datasheets!
With army-wide rules, more datasheets, weapon profiles, and new stratagems, the picture of how Eldar will work in 10th Edition 40k is starting to come into focus.
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Click the links below for the latest 10th Edition Warhammer 40k index card datasheet rules!
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Now, let’s jump into the new rules!
New Aeldari Strands of Fate, Farseer, & More Warhammer 40k 10th Edition Rules for Eldar
The new rules come from Warhammer Community.
This army rule generates a pool of dice that can be substituted for your natural dice rolls each battle round. You can re-roll to fish for more fortuitous results, but each attempt to glean a better outcome reduces the pool.
Well, from how this works, you might as well keep re-rolling until you get as many 6’s as possible, considering you want to roll high for everything now. It might be an annoying mechanic for your opponent, as before the game starts, you could technically have 12 dice rolls.
Plus, if you do manage to roll twelve 5’s and 6’s, this will be pretty strong. Even some 4’s thrown in there wouldn’t be too bad.
The Aeldari Battle Host Detachment rule takes this mastery of fate further, letting you re-roll one Hit and Wound roll each time you shoot or fight – they’ve not suffered for millennia to fail on that vital coup-de-grâce.
Re-rolling is always strong, and getting to re-roll for your whole army is fantastic, especially since it is for hits and wounds.
New 10th Edition Warhammer 40k Aeldari Datasheets
When Farseers stand with their troops on the field, they can bring more acute powers to bear, enveloping whole units of the enemy in coruscating Eldritch Storms. 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.
Eldritch Storm is quite strong, but once again, also quite random. However, on average, you should get 3-4 attacks with D2. In combat, a Farseer has no AP but does have a three Damage attack on WS2+, so not terrible.
Then, being able to change any roll to a six is quite incredible, especially if you get a few low rolls in there; this negates that.
Lastly, on a 2+ Fortune will make your units harder to wound, which is nice for the generally low-toughness army.
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.
These Defenders of Fate rage against the darkness of the galaxy, generating new Fate dice for each objective they hold, providing a versatile backbone for an Aeldari army otherwise made up of far more specialised units.
Defenders of Fate is quite strong; if you have two units on your back objectives (with this ability), you can grab two new Fate Dice every turn, meaning you’ll have one for almost all the critical rolls throughout the game.
The Shuriken Catapult is shaping up nicely with two attacks hitting on 3’s, Strength 4, and -1AP. As we have seen in the past, the Star Cannon is the go-to for taking out two wound models, the Bright Lance is still great for tanks, and the missile launcher is decent for either.
New Weapon Rules
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.
Linked Fire is always a good rule to have, as you can hide all but one vehicle. Then, the 2D6 attacks are perfect for taking out two wound models, and the focused shot is super strong with a great range.
New Eldar Warhammer 40k Stratagems
The Battle Host Detachment has mastered this deceptive style of warfare, using the well-honed Fire and Fade to unleash blistering barrages of firepower before ducking out of range.
This is a classic Eldar stratagem, so seeing them keep it is excellent.
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What do you think about the new Warhammer 40k 10th Edition Aeldari faction rules now?
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