Editing
Total War: Warhammer/Tactics
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Passive Abilities== Some units have special passive abilities that have a variety of effects; the most common will be listed here. *'''Aura of Command''': Found on every Lord and Hero, they project an Aura around themselves that increases Leadership for friendly units. Most Lords and Heroes also can be skilled to make their Aura of Command better and/or to include more bonuses. Doesn't stack. *'''Aquatic''': Aquatic Units fight better and move faster in wet terrain, such as rivers and swamps. Unsurprisingly, most Vampire Coast units have this. *'''Berserk''': Once a unit with Berserk loses 25% HP, they will start a rampage, causing you to lose direct control over them. They will always attack the closest enemy unit they can see. It wears off after a few seconds or if their morale gets broken. Lizardmen call this ability Primal Insticts and it gives them a few stat bonuses but works the same way. *'''Causes Fear''': Fear inflicts a penalty on the enemy units' leadership, making them more likely to flee. Most monstrous and/or supernatural enemies have this ability, and some Lords and Banners have it as well. If a unit causes Fear, it is itself immune to it. Like Terror, it falls under Psychology, so some units are immune to it. **'''Causes Terror''': Units that cause Terror can cause enemy units to run away regardless of leadership when they charge or when they're causing large amounts of damage to the enemy. They will regroup eventually, faster than if they were broken, but will leave the battle permanently if they were close enough to the edge of the battle to escape. All units that cause Terror are immune to Terror, and are completely ignored by units that are immune to Psychology. *'''Ethereal''': All supernatural enemies (such as Ghosts) have this. Ethereal units take next to nothing in damage from physical attacks and only Magic Damage does damage against them. Generally, creatures with Ethereal tend to pay for that high physical resistance by having low armor and magic resistance values and will evaporate if targeted by spells or magic attacks. *'''Expendable''': Your meat-shield ability. Expendable units do not cause a leadership penalty when they flee from the battle to other units except other expendable units. Very important to keep in mind with the more horde-centric factions of the game like Greenskins and Skaven; this makes tarpits possible without having your main line completely collapse. *'''Can Fly''': Does what it says on the tin. Can only be engaged by other flying units or ranged attacks/magical projectiles unless ''they'' commit to melee combat on the ground. If all units in the army are flying they must attack or lose the battle, likely so defenders can't [[cheese]] by dealing with ranged units and waiting for the timer to give them the win. *'''Frenzy''': A unit with frenzy gains a significant bonus to their melee stats as long as their leadership is above 50%. *'''Perfect Vigour''': Like the name implies, units with Perfect Vigour never suffer fatigue; no matter how intensely they fight, no matter how hard they run, they will always remain at their peak performance from the beginning to the end of any battle. Remember to never make them walk, it's a waste. *'''Poisoned Attacks''': Poisoned attacks reduce the enemies melee stats and movement speed for 10-20 seconds. Some units have different kinds of poison that work in the same way and usually cause the same effects with greater severity. Fun fact: table top version's poison deal constant damage to a unit model each turns, it was changed to stats debuff in this game due to how broken it is when it was put in practice in an actual Total War game (In Total War Attila, The Antean faction has a unit called Poison Archers that fires constant damaging poison arrows. If used right, it can annihilate an entire enemy line even on the hardest difficulty). *'''Regeneration''': Units with Regeneration heal themselves over the course of a battle, up to a maximum that varies greatly on what faction you play, but is usually 60% of the HP stat. Usually more "neat to have" than outright useful, but some units (Like Malus Darkblade) can have outright broken regeneration, so keep that in mind. Regeneration does not replenish dead models on a unit that has more than one. **'''Horrific Regeneration''': Works like Regeneration except that it will bring back dead entities once all remaining ones are fully healed. *'''Sundering Strikes''': A very rare ability, melee attacks made by a unit with this ability reduces the armour of the enemy hit with it by 30% for 20 seconds. *'''Immune to Psychology''': An ability usually granted by lord and hero auras, though certain units always have it. Units immune to psychology are not affected by Fear and Terror effects. **'''Unbreakable''': An unbreakable unit will never flee and always fight to the last man, regardless of losses and the situation on the battlefield. This even includes the complete defeat of the rest of the army; while everyone else quits the field, Unbreakable units will continue to fight to the last. Can be a two-sided sword, as most unbreakable units are very expensive elite units that you most of the time really do not want to lose. This is especially true in the campaign, where an unlucky defeat will ''guarantee'' the death of the Unbreakable unit since they will not retreat with the rest of your survivors. Iconic units with this trait are the Dwarf Slayers, Empire Flagellants and Chaos Spawn. Sadly not fearing death also means not bothering with armor so most such units die if a ranged unit as much as looks at them. Undead and Daemon units are functionally Unbreakable as well (see the Undead ability below for details). *'''Vanguard Deployment''': An interesting ability with a lot of potential uses; it allows for a unit to be deployed outside your normal deployment zone. Several Legendary Lords can aquire traits and skills that give units this ability (or in the case of Skarsnik, basically your entire roster for the first half of the game). **'''Stalker''': If they have this, they'll most likely also have Vanguard Deployment too. Stalkers remain invisible to the enemy until a certain distance, regardless of line of sight. The only things that can break their invisibility are close distance and if they start to attack. Certain units can fire while invisible without breaking it. ***'''Sniper''': If they have this, they'll most likely also have Stalker too. Units with this ability do not reveal themselves when making ranged attacks. Examples include Empires Huntsmen and Chameleon Skinks. *'''Strider''': Striders ignore any movement and vigour penalties from terrain; they will always move with 100% movement speed, but also can move through obstacles, such as trees. *'''Ward Saves and Resistances''': Not technically a passive ability, but the game does not do the best job at explaining it, so I'll explain it here. Ward Saves are a flat damage reduction against everything that your unit or character gets hit with, Resistances count only against certain kinds of damage. Many characters can have these and in the campaign it is advisable to get them wherever possible. Both Ward Saves and Resistance cap at 80%, so there is (sadly) no invulnerability cheese possible. **'''Spell Resistance''': As of the the latest Discord Q&A ([https://www.reddit.com/r/totalwar/comments/nwon8i/total_war_warhammer_3_qa_will_update_as_more/h1ach6r/?utm_source=reddit&utm_medium=web2x&context=3|As can be read here]) Magic Resist will be reworked into Spell Resist. Works like Magic Resist before, but only affects spells. *'''Wounds''': A game three trait specifically for single entity units. Once they fall below half health, they lose a chunk of their speed and their weapon damage in both standard and AP. Done to nerf single entity spam, and makes sense given an injured monster wouldn't fight as well as an uninjured one. It also didn't have any noticeable affect on the dominance of single entity doomstacks, the debuff is very minor and lowering weapon strength on a monster only matters if its fighting other monsters or lord/heros usually because a monster's damage is pretty much always high enough to one shot kill any infantry/cavalry or non single entity models it attacks, so its performance versus the vast majority of units is unchanged. When it becomes active the health bar will begin to flash. *'''Undead''': The Undead work differently from regular units in that they are functionally Unbreakable (meaning that they will never flee), but their Leadership status comes in six steps that are distinct from regular units (here from good to bad): "Strong Binding", "Stable Binding", "Weak Binding", "Critical Binding", "Crumbling" and "Disintegrating". Starting with "Crumbling", the unit will continually lose HP at a slow, but steady pace. "Disintegrating" is the severe form and only occures when the morale would normally be Shattered for living units, the unit will die in a few seconds. *'''Daemonic''': Signifies that the unit is a Daemon. Pretty much works exactly like undead, the unit is unbreakable and instead starts taking damage when leadership is down before being "Banished" back to the Realm of Chaos. Important to note that while Undead models crumble one at a time when out of leadership, Daemons start losing their health simultaneously, which is why Daemons tend to crumble a lot faster than undead do.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information