Exarch Powers
Acrobatic
Pros: You can assault whomever you choose.
Cons: Who really pays attention in assaults anyway???
Comments: I cant really comment on it, because i dont use it!
Bounding Leap
Pros: You can assault an extra D6" when you're within 6" in the assault phase.
Cons: If you roll a 1, the power is pretty much wasted.
Comments: Like the Acrobatic power, i can't give advice.
Burning Fist
Pros: All the attacks count as power weapons, re-roll to wound rolls.
Cons: 20pts.
Comments: Well worth the price, i always take it.
Crack Shot
Pros: No cover saves may be taken, and re-rolls to wound rolls.
Cons: ARGH! you cant use it with Fast Shot! LOL!
Comments: Good power, i give it to my Reaper Exarch every game.
Crushing Blow
Pros: +1 strength!
Cons: In some cases, +1 makes no difference.
Comments: Good in squads that are sent after commanders, or other important targets.
Defend
Pros: Opponents need 6s to hit.
Cons: Must strike last.
Comments: Only good when taking on moderately sized squads. Anything too large, and there will be enough left to wipe out the squad.
Distract
Pros: Opponent in base-to-base contact is at -1 Attack.
Cons: When they have 5 attacks, -1 doesnt make a dent in their offense.
Comments: I always use this in conjunction with Defend to severely hinder the enemy's attacking power (against the Exarch, anyway). Sometimes it makes a big difference.
Evade
Pros: Makes the Exarch's save invulnerable.
Cons: Only available for the Shinging Spears Aspect.
Comments: Giving the Exarch this power and a bright lance will allow him to kill quite a few tanks before being taken seriously.
Fast Shot
Pros: Adds an extra shot to the weapon.
Cons: None, really.
Comments: This is a GREAT ability! Give it to a Dark Reaper Exarch with a missile launcher, or with a Reaper Launcher (makes a great SM killer even better!)
Skillful Rider
Pros: Re-roll difficult terrain tests.
Cons: None really, this power isnt too useful, but is only 5 points.
Comments: I dont have any Shining Spears, so... can't help you here. Sorry :P
Stealth
Pros: Gives the squad the Infiltrate ability.
Cons: 20 points, the squad cant take a transport.
Comments: Worth the price IMHO, the squad starts that much closer to the enemy.
Surprise Assault
Pros: +2 attacks for charging!
Cons: 30 points.
Comments: This is great for wiping out even large squads, but they still get saves (the only unit that gets this ability is Warp Spiders).
Sustained Assault
Pros: As long as the exarch hits, he can keep hitting!
Cons: Only available to Swooping Hawks.
Comments: Give the exarch a power weapon, and set him free on the enemy! Just dont get in his way...
Tank Hunter
Pros: Greatly increases odds of penetrating armour.
Cons: This power is only available to Fire Dragon exarchs, who dont really need assistance in penetrating armour.
Comments: A good power, use it if you absolutely need to kill tanks; otherwise, it becomes redundant.
War Shout
Pros: Can reduce enemy unit to -1 WS for that assault.
Cons: They have to fail a Ld test first, which isn't usually likely.
Comments: Units pass Leadership Tests too often for me to see a use for this power. Possibly used for mopping up under-strength squads, but banshees shouldnt be wasted doing on that.
Withdraw
Pros: Can allow the squad to escape nasty assaults.
Cons: Can be annihilated in the ensuing crossfire.
Comments: Only given to Warp Spiders, who can flee 3D6", most likely not being caught. Only useful when up against large enemy units with more on the way.
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