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==Craftworlds== These are the classic, original Craftworlds that you may select for [[Your Dudes]]. While they are certainly less customizable than the build-a-craftworld attributes listed further below, these have the benefit of unique Stratagems, Relics and named Characters that are otherwise unavailable to you. More elaborated unit recommendations can be found in the '''Army Building''' section. Remember that your Ynnari or Conclave units don't gain any benefits from these. ===[[Alaitoc]]=== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Alaitoc banner large by mirageknight32-d62s4fo.jpg|Border|75px|left]] |A craftworld so strictly governed that many of its denizens would rather walk the path of the outcast than live such regimented lives. As such, Alaitoc generates many more rangers, pathfinders and corsairs than any other major craftworld. Despite their reluctance to remain on Alaitoc, these outcasts still ultimately remain loyal to their people and offer their services as spies and marksmen when called. In practice, Alaitoc reflects this by encouraging you to play ''very'' defensively. Many of your units can become difficult to shoot at range, forcing opponents to get closer or get into melee combat to reliably deal damage. Conversely, this attribute is virtually useless for any of your units who rely on being in close range to do their jobs, such as Howling Banshees or Fire Dragons. |} <div class="mw-collapsible-content"> ====Special Rules==== *'''Attribute – Fieldcraft:''' Any unit with this attribute is treated as being in Light Cover when targeted by a ranged attack from 12" or farther away. If said unit with this attribute is {{W40Kkeyword|infantry}} or {{W40Kkeyword|biker}} and entirely on/within a terrain feature, it gains Dense Cover as well. Additionally, any {{W40kKeyword|Infantry}} unit with this trait can ignore any/all modifiers to their Move characteristic and Advance rolls. **In a fluffier reform, this attribute now only provides a hit modifier debuff if your units are actually hiding within terrain as opposed to standing out in the open. It also enables your units to easily dive into and out of terrain without having to worry about difficult terrain crimping their movement rules. Note that even Alaitoc can't Battle Focus move through Area Terrain, as the -3 modifier to it is neither a modifier to your Move characteristic nor to an Advance roll. *'''Warlord Trait - Master of the Ambush:''' In the command phase, your Warlord may select a {{W40kKeyword|Alaitoc Infantry Core}} unit within 9". For the rest of the turn, that unit may perform attacks with ranged weapons without failing any actions they are otherwise taking. Additionally, on the First Battle Round before the First Turn begins, you can select the Warlord and one additional {{W40kKeyword|Rangers}} unit and redeploy them anywhere on the field 9" away from any enemy models or their deployment zone. **A flexible trait that makes sure that your forward striking Aspects can still try for secondary objectives without sacrificing their firepower for the turn. Alternatively, this can be useful for backline units less as immediate risk so that they can still participate in the fight while working on whatever you have them otherwise tasked on. The redeployment aspect can be useful in certain circumstances, but the limit to the HQ and a squad of Rangers does kind of limit their offensive and defensive potential. Use this to potentially snag control of an objective outside of both deployment zones early on or to get an angle on a squishy support character. *'''Stratagem - Pathfinder Ambush (1 CP):''' On your opponent's reinforcement stage, select an enemy unit arrives onto the battlefield then pick a unit of {{W40kKeyword|Alaitoc Rangers}} on the battlefield or in strategic reserves. If they're in strategic reserves, you may place them on the battlefield within 18" of the target unit but 9" away from all enemy models. You may then immediately make a ranged attack as though it were your shooting phase against (and only against) that selected enemy unit. **A crappier version of the former Forewarned stratagem. If some enemy character enters the battlefield via Deep Strike, this may give you a modest opportunity to shave off a few wounds or (if you're extremely lucky) even kill them upon arrival. Unfortunately, Rangers are hardly the offensive powerhouses that Dark Reapers or Fire Dragons tend to be, so don't expect miracles. Especially if the unit you're targeting has more than one model; I can almost assure you that you'll hardly get much done in that regard. ***A reasonable thing to consider against Genestealer Armies that like to hide away characters like Broodlords for a surprise flank. *'''Remnant of Glory - Shiftshroud of Alanssair ({{W40kKeyword|INFANTRY}} only):''' While the bearer is in cover, they ''cannot'' be selected as a target of a ranged attack by enemy units more than 12" away unless they are ''the'' closest available model. **Semi-useful, but ultimately something that can be safely passed. This guarantees that your key character cannot be targeted, even by enemy snipers, but in most cases your opponent isn't going to be able to target your characters anyways. Unless you have absolutely no interest in keeping your characters alive, in which case you wouldn't be taking this relic anyways. ====HQ==== *'''Illic Nightspear''': At a <del>reduced</del> price of <del>65</del>90 points, Illic Nightspear is a cheap(ish) and potent HQ choice that excels at killing enemy {{W40kKeyword|Characters}}. Equipped with a special ranger rifle named the Voidbringer, Illic fires a single shot a turn at BS2+ 48" Heavy 1 S6 AP-3 D3, Ignores Look Out, Sir, and +1d3 mortal wounds on unmodified 4s to wound. Against most support characters you'll face, he'll need 2 shots to murder them, so don't expect him to drop something in a single round. Illic's last notable perq is that he gets +1 to hit and wound rolls against {{W40kKeyword|Necron}} units (the hit buff will almost never matter, but the wound buff can, even though it doesn't help his mortal wound output). Where Illic starts to become dead weight is when most single model units have been dealt with; having only one shot a turn means that Illic will off 0-4 unit members a turn (typically exactly 1 for W1 targets). This makes him virtually useless for the rest of the game, as unlike many of your other options, Illic has no way (outside of being made your Warlord and using ''Puritanical Leader'' to ignore morale) of supporting any of your units. Thankfully, his revised price point means that if nothing else, you can bring him just to fill up an HQ slot for Battalion/Brigade detachments. His biggest problem is his wound rolling, though - his output ''skyrockets'' if you slap Doom on the target first, especially because against a target with a good invuln but toughness less than 6 (like Space Marine HQs with their T4-5 Sv2+-3+/4++) or low-wound chaff where you need the mortal output to kill a bunch of members, you can re-roll wound rolls of 1-3 despite having succeeded, to fish for mortals. He does combo very well with Strands of Fate, especially with his Warlord Trait (+1 strength to ranged attacks, 1MW on a 6 to wound). Hitting on 2s you are almost guaranteed to get to the wound roll - putting in a 6 to wound means his target takes d3+1 mortal wounds and has to save at -3 for a 3 damage shot. That will kill most characters in the game outright if they fail their save, or severely weaken them if not. Thanks to the MW output, he can even clear regular infantry quite efficiently. </div> </div> ===[[Altansar]]=== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Altansar Banner.png|Border|75px|left]] |A Craftworld that was a bit late to leave during the Fall of the Eldar and was consequently sucked into the Eye of Terror, leaving many to believe that the Craftworld was lost with all souls aboard. However, a recent expedition by the Phoenix Lord Maugan Ra into the Eye has found that Altansar actually miraculously survived all that time in the Warp. Making their way back into realspace with the aid of the Phoenix Lord, Altansar has quickly established itself as a new Aeldari power in the galaxy and taken a keen interest in the [[Ynnari]], building an alliance with them. Other Craftworlds are suspicious about Altansar as they feel that there is no way that the lost craftworld remained uncorrupted and unchanged for so long exposed directly to the Warp. Sure enough, the Altansari never raise their voices above a hushed whisper and never reveal their faces publicly, leaving many Aeldari creeped out by them... Currently, they are floating around the Segmentum Terra. Altansar has a somewhat niche playstyle, not particularly powerful but some of their rules are great for fighting daemons, psykers and other Warp-related phenomena. Wraith Hosts benefit quite a bit from this Craftworld choice too. |} <div class="mw-collapsible-content"> ====Special Rules==== *'''Attribute - Grim Survivors''': When a model with this attribute charges, is charged, or performs a Heroic Intervention, they gain -1AP to their melee attacks for the first round of combat. In addition, they gain +1 to Combat Attrition rolls. It's certainly fluffy, and your Striking Scorpions, Storm Guardians, and Ghostsword Wraithblades will appreciate the extra AP pip, but it is still not exactly a stellar attribute. **If you plan on running Warlock Conclaves with Witchblades, this can bump them up to AP-2; couple with Jinx against a key target and you can have effective AP-3 weapons that wound everything in the game on a 2+. This can be a nifty way to burn through a particularly tough elite unit with a high armor save. *'''Warlord Trait - Master of Rune-Warding''': If your Warlord is a {{WH40kKeyword|psyker}} then they gain an additional Deny during your opponent's psychic phase. If your Warlord is ''not'' a psyker, they can Deny one psychic power as if they were. In addition, you get to reroll Deny the Witch tests. Obviously not useful against every army, but might be worth considering if you know you're going up against Grey Knights, Thousand Sons or other Craftworlders. *'''Warlord Trait - Beacon of Light in the Darkness''': Pick a friendly {{WH40kKeyword|Altansar}} unit within 9" of your Warlord during the Command Phase. That unit can perform actions while Advancing or Falling Back, and make shooting attacks without that action failing. Not bad. *'''Warlord Trait - Weavers of the Blade Storm''': Pick a friendly {{WH40kKeyword|Altansar}} {{WH40kKeyword|Core}} unit within 9" of the Warlord during the Command Phase. They get "unmodified 6s auto-wound" for all shooting attacks they make with shuriken weapons. This one is actually decent, use it on a large squad of Guardians or Dire Avengers and they'll become pretty killy. *'''Relic - Saviour Stone''': Pick one of the die you rolled for Strands of Fate, you can make it one pip higher or lower. This can be quite handy for trying to guarantee a pocket auto-6 for any one phase of the battle, but is fairly luck based and only lets you modify ''one'' of the die you roll. *'''Relic - Emblem of the Broken Chain''': Another Command Phase buff where you pick a friendly {{WH40kKeyword|Altansar}} {{WH40kKeyword|Core}} unit within 6" of the bearer, and that model can reroll advances and charges for that round. Great relic for Banshees, which can advance and charge in the same turn. *'''Strategem - Inexhaustible Hatred (2CP)''': Pick an {{WH40kKeyword|Altansar}} unit in the Fight phase making a melee attack against a {{WH40kKeyword|Daemon}} unit (excluding {{WH40kKeyword|Vehicles}} and {{WH40kKeyword|Monsters}}), and they gain +1 to-wound in that phase. It kind of sucks, because you really want that bonus against vehicles and monsters. A bit situational and on the pricey side to boot. *'''Strategem - Defiant to the Last (2CP)''': Pick an {{WH40kKeyword|Altansar}} unit during your Command Phase, they gain ObSec. ''Nice.'' Especially because there is no other keyword restriction here, it can be used on a character or vehicle. Paying 2CP to gain 5VP is a nice trade and it might just win you the game if you're smart about using it. *'''Strategem - Withering Volleys (1/2CP)''': Aeldari Missile Launchers and Reaper Launchers gain +1AP. If you use it on Dark Reapers, it becomes 2CP. Another good one. War Walkers with missile launchers certainly come to mind first here. *'''Strategem - Thrice-Layered Wards (1CP)''': Use during the opponent's Psychic Phase on a {{WH40kKeyword|Altansar}} unit, they gain a 4+ save to dodge MWs during that phase. Again, a matchup-specific rule but positively trolltastic against Grey Knights or Thousand Sons as it blunts a hefty amount of their psychic cutting power. </div> </div> ===[[Biel-Tan]]=== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Biel tan banner large by mirageknight32-d62s4xb.jpg|Border|75px|left]] |A highly militarized craftworld, Biel-Tan's martial might has been halved following the Fracture of their worldship and the subsequent rise of the Ynnari. Despite this, theirs is a force still to be reckoned with. The path of the warrior is so thoroughly ingrained in Biel-Tan's society that many consider service in one of their numerous Aspect Warrior shrines to be the first step along the greater path of the eldar. Biel-Tan is arguably the most "thematic" of your choices and the vanilla craftworld that Aspect Warrior enthusiasts benefit from most. Consistency is the name of the game; universal hit re-roll support and a minimum cap to Battle Focus moves can help ensure all your forces are less likely to get screwed over by poor rolls than others. |} <div class="mw-collapsible-content"> ====Special Rules==== *'''Attribute – Swordwind:''' Each time a unit with this attribute Advances or makes a Battle Focus move, treat a roll of a 1-2 as a 3. Additionally, each time a unit with this attribute is selected to shoot or fight, you may re-roll one hit roll. **A bit more usable than last edition's Swordwind. The increased consistency in advancing/battle focus moves can be very valuable for infantry-focused armies, though keep in mind that this trait will not help when you try to battle focus move over terrain. Otherwise, the hit re-roll support is a fantastic tool for low-shot high damage units like Fire Prisms, Heavy Support Platforms and Wraithguard. *'''Warlord Trait - Natural Leader:''' During the Command phase, pick a friendly {{W40kKeyword|Biel-Tan Core}} unit within 6" of the Warlord. For the rest of the turn, each model within the unit may re-roll any hit rolls they make. **Functionally, it's basically the Guide psychic power. It is slightly worse, however, since it only lasts until the end of your turn. That said, a Farseer can potentially use it in tandem ''with'' Guide in order to support multiple units with re-roll support or in lieu of Guide for further psychic flexibility. Autarchs can use this trait, but given the native re-roll support Biel-Tan offers on top of the Autarch's aura offering complete re-rolls of 1's, there's a smidge of redundancy to using this as his trait. *'''Stratagem - Wrath of the Shrines (1 CP):''' In the Shooting or Fight phase, select a {{W40kKeyword|Biel-Tan Aspect Warrior}} unit. Whenever that unit makes it's respective attacks, any unmodified hit roll of a 6 generates 1 additional hit on the target unit. **Pairs reasonably well with the hit re-roll support from the Craftworld Attribute. *'''Remnant of Glory - The Spirit Stone of Anath'Lan ({{W40kKeyword|Biel-Tan Psyker}} only):''' The {{W40kKeyword|PSYKER}} using this knows one additional power from their respective discipline and can re-roll one psychic test per turn. **A pretty solid relic for any psyker, Farseers included, if only because of the extra psychic power they can learn because of it. ====Elites==== *'''Amallyn Shadowguide''': A character from the new Warhammer Quest: Blackstone Fortress box, Amallyn serves kind of an awkward role in a 40k detachment. She's one of the few named characters in regular 40k who isn't an HQ choice, and like most named characters, is strictly associated with one particular sub-faction of her kind (Biel-Tan in Amallyn's case). Her stat-sheet is almost virtually identical to your standard Rangers. But for Amallyn's 50 points, what are you getting over a regular squad of rangers? Well, as a relatively cheap character with 3 wounds, Amallyn can sit securely in or behind other units while she takes potshots with her sniper rifle, which benefits from a slightly buffed BS of a 2+. She's also not completely helpless in melee, having one extra attack and a small Power blade to cut through armor a bit more easily than any other of your rangers could. Lastly, and probably most importantly, Amallyn benefits from a 4++ invuln, meaning even if she's caught with her pants down, she'll still at least have a save of some kind. But is she worth it? If she were an HQ choice, definitely. Sadly, as far as your elite choices go, you'll have much more cost effective choices to fill these slots (seeing as she's limited to Biel-Tan, Howling Banshees or Striking Scorpions would probably be better for your army). Additionally, a regular squad of rangers runs only 10 points more and will easily plant more wounds on enemy units per turn than Amallyn could in every circumstance (they have the same Ranger Long Rifle, after all). Plus, said regular rangers can abuse both Alaitoc's attribute and unique stratagem to bolster their defenses drastically. If nothing else, Amallyn can be used if you need an elite choice and need to save as many points as possible for whatever else you're bringing. </div> </div> ===[[Iyanden]]=== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Iyanden banner v3 by mirageknight32.jpg|Border|75px|left]] |Once the most populous of the craftworlds, numerous costly invasions of Iyanden by the tyranids, orks and even Chaos have slain four out of every five eldar living within the worldship. With such swollen ghost halls, the eldar of Iyanden have little choice but to rely on Wraith constructs to make up for their vastly diminished manpower. Iyanden's playstyle very much reflects their fluff; massive casualties will do little to intimidate your blobs of infantry and your opponents will find your forces shockingly resistant to the standard weaponry that might've felled Eldar from other Craftworlds. |} <div class="mw-collapsible-content"> ====Special Rules==== *'''Attribute – Stoic Endurance:''' Each time a combat attrition test is made for this unit, add 1 to the roll. Additionally, reduce the AP characteristic of weapons with AP-1 or AP-2 targeting units with this trait by 1 (AP-1 becomes AP0 and AP-2 becomes AP-1). **The combat attrition buff might as well not exist. The incoming AP reduction buff is better the better the Sv of the unit (2+ will notice the most, 7+ the least) and is more useful when Invuln is both worse than Sv (so the buff can do something) but not very much worse (so the Invuln can pick up the slack when your opponent switches to good AP weapons to kill you). You also want this on as low toughness as you can, both because improved saves do nothing if you're not wounded and because strength and penetration are usually paired together - e.g. incoming meltaguns will ignore your buff, so you want to field units your enemy didn't want to use meltaguns against. That means you want to ''avoid'' Iyanden's signature Wraith spam; as an example, your faction traits will do ''significantly'' better supporting Fire Dragons than Wraithguard. That said while the overall buff is higheest for models with the worse to start with, it still buffs you Wraith units, the kind of 'mid-teir' anti tank like Autocannons or even massed heavy bolters will be dropped to ap - by this, heavy bolter grade weapons especially struggle despite there damage two as they wound on a 5+ and here AP is negated by this. Just so long as you think of this as an army wide toughness bonus that more notable on weaker units you'll have a grasp on how this works. *'''Warlord Trait - Enduring Resolve:''' Your Warlord receives a 5+++. **A better Warlord trait for a defensively minded player looking to keep their linchpin Autarch/Farseer in the fray for as long as possible. *'''Stratagem - Guided Wraithsight (1 CP):''' During your Shooting or Fight phase, you may pick an {{W40kKeyword|Iyanden Spiritseer}} and a {{W40kKeyword|Iyanden Spirit Host}} unit. Until the end of the phase, that Spirit Host unit is considered to be within range of the Spiritseer's Spirit Mark ability. **''Immensely'' improved utility over last edition. Your Spiritseer can be on the opposite side of the battlefield and provide re-roll support to a group of Wraithblades stuck in combat or a squad of Wraithguard about to unload into a Leman Russ. *'''Remnant of Glory - Psytronome of Iyanden:''' At the start of your Command phase, select one friendly {{W40kKeyword|Iyanden Spirit Host}} unit within 9" of the bearer. Until your next Command phase, add 1 to their Attacks characteristic and Wraithguard gain Battle Focus. **Though it was nerfed in potency, the ability to use it more than once does help compensate for the lost burst damage. Additionally, giving Wraithguard battle focus can help them keep just outside an opponent's reach while they unload their devastating firepower into them. ====HQ==== *'''Prince Yriel''': The cheapest Autarch variant you can take, Prince Yriel lacks the mobility options his generic cousins have access in exchange for one extra wound over his {{W40kKeyword|Infantry}} kin. This isn't even mentioning the arsenal those generic Autarchs have access to. His value is what he provides to his troops, as his re-roll 1s to hit aura applies to both {{W40kKeyword|Iyanden Core}} and {{W40kKeyword|Anhrathe}} units, while both units also count as half their power ratings when using Strategic Reserves. This means that you can stash up ludicrous amounts of guardians and rangers for a surprise attack '''AND''' you can take as many Corsairs and Voidscarred as you want since he himself carries the {{W40kKeyword|Anhrathe}} keyword. Unfortunately, that's about where the good news ends for Yriel. His only ranged option, The Eye of Wrath, is a 6" pistol that shoots one S6 AP-2 D2 shot, which isn't much. His legendary Spear of Twilight has also similarly suffered, being Sx2 (No longer auto-wounding on 2s) though now at AP-3 D3. If you do take him, make sure he has a reasonably fighty bodyguard unit or a transport to tuck him into when moving him across the field. </div> </div> ===[[Saim-Hann]]=== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Saim-Hann Banner-d62s39r.jpg|Border|75px|left]] |The Wild Rider clans of Saim-Hann are an honor-bound people who put the welfare of their clans second only to that of Saim-Hann itself. The Eldar of Saim-Hann specialize in swift, rapid assaults spearheaded by jetbikes and vypers, striking their foes hard and fast before retreating beyond their vengeful opponent's retaliation. Befitting their more volatile temperaments, the warriors of Saim-Hann are a particularly blood-thirsty bunch who excel at closing the gap to engage foes in melee combat. Aspect Warriors and Wraith units who prefer to directly bathe in the blood of their foes will be hard pressed to ''not'' get in and out of combat as needed. |} <div class="mw-collapsible-content"> ====Special Rules==== *'''Attribute – Wild Host:''' Units with this re-roll failed Charge rolls. They can also Charge in the same turn they Fell Back. **Holy hell did this get a buff. Now your de-facto melee faction, this allows your Shining Spears and Howling Banshees to get maximum value by rapidly leaping into and out of combat to maintain their bonuses from charging. You no longer get any dedicated Biker support, but the ability to fall back and charge again faction wide is well worth the trade off. *'''Warlord Trait - Wild Rider Chieftain:''' Add 1 to your Warlord's Attack characteristic. Additionally, they may make a Heroic Intervention if they are within 6" horizontally and 5" vertically of an enemy unit. If they make a Heroic Intervention, they can move up to 6" to do so. **The extra attack is nice on melee oriented Autarchs, as is the consistency to get into combat, but it's not a go-to trait by any means. *'''Stratagem - Warriors of the Raging Winds (1CP):''' A {{W40kKeyword|Saim-Hann Biker}} can advance and charge in the same turn. **Fantastic supporting stratagem for Shining Spears. The loss of re-roll support does hurt the efficiency of this stratagem, but it's still nice if you want to get that turn 1 charge off. *'''Remnant of Glory - Talisman of Tionchar:''' Each time the bearer makes a melee attack, if they had Charged or performed a Heroic Intervention, add 1 to the Strength characteristic and Damage characteristic and further improve the AP of their weapon by 1. **If paired with Wild Rider Chieftain, this can make a Star Glaive Autarch extremely lethal in melee combat, putting out 6 attacks at S7, AP-4, D3. </div> </div> ===[[Ulthwé]]=== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Ulthwe Banner Flag.jpg|Border|75px|left]] |Ulthwé has stood vigil over the Eye of Terror for millennia, constantly warring against the agents of Chaos directly or by the Seers of Ulthwé manipulating others into fighting for them. For those times when Ulthwé must take a personal hand in battle, the legendary Black Guardians are often the first into battle, their heightened discipline and training making up for the relative lack of aspect warriors compared to other major craftworlds. Ulthwé doesn't particularly encourage any general focus for your army the way the other big four craftworlds do, as while everything in an Ulthwé list benefits from the attribute, none benefit so much so as to buckle down on particular gimmicks to abuse. That said, Guardians and Psykers get an extra toy or two over the competition and having Eldrad himself lead your army is often incentive enough to lead the Damned into battle. If nothing else, Ulthwé is so well rounded in perks that they can be prepared for a little of everything when you don't know what to expect. |} <div class="mw-collapsible-content"> ====Special Rules==== *'''Attribute – Foresight of the Damned:''' Each time a unit with this shoots or fights, it may re-roll a wound roll. {{W40kKeyword|Psyker}}s gain +1 on their first Psychic test each phase. All units have a 6++ and a Mortal-only 5+++. ** Damn, that's a lot to keep track of. While the global 6++ invuln is nice, it certainly has lost a fair amount of value due to the near-universal 5++ invuln save most of your Aspect Warriors now have. At least your Wraith and Vehicle units get to benefit from the enhanced durability. Offensively, the wound re-roll support is fantastic due to how rare such re-rolls are outside of Doom support. And, of course, the psychic supremacy Ulthwé is known for shines through on their enhanced psychic abilities, though you'll need to invest in numerous psykers if you want to really take advantage of it. Oh, the 5+++ FNP against MW is nice too, especially since it's faction-wide as well. *'''Warlord Trait - Fate Reader:''' When you roll the dice for your Strands of Fate, you may choose to keep one additional die. **Absolutely maximize the number of opportunities you can get for a "natural" 6 to put in your pocket for later. *'''Stratagem - Discipline of the Black Guardians (1CP):''' At the start of a shooting or fight phase, you can pick an {{W40kKeyword|Ulthwé Guardians}} unit. They can add +1 to all hit rolls until the end of the phase. **The following have the {{W40kKeyword|Guardian}} keyword: Guardian Defenders (including Heavy Weapon Platforms), Storm Guardians, and Support Weapons. 2+ BS D-Cannons can be extremely potent, as can the humble Guardian Defender swarm. *'''Remnant of Glory - Ghosthelm of Alishazier ({{W40Kkeyword|Psyker}} only):''' The bearer knows one additional Runes of Fortune power. Additionally, any power successfully cast on a 9+ ''cannot'' be denied. **Something to note; the helm ''specifies'' that the bearer can learn one Rune of Fortune power. The helm's only restriction is that it's taken on a Psyker. So yes, you can have a Warlock or Spiritseer cast a power of your choice from the Runes of Fortune, should you wish. Of course, that's only a minor footnote when one considers that that roll of a 9+ completely guarantees that the power(s) you cast cannot be denied, even by stratagems or abilities by the likes of the Sisters of Battle or Black Templars. This can be very valuable, so you should probably still take this on a Farseer who can potentially get the most out of it. ====HQ==== *[[File:Eldrad Mini.jpg|200px|right|border]]'''[[Eldrad]]''': Eldrad continues to show other, lesser Farseers how to dominate the battlefield through mind bullets. Lesser Farseers have lost their ghosthelm's ability to re-roll a psychic test per turn. Eldrad can now completely re-roll all three of his tests. Eldrad may have dropped down to a 4+ invulnerable save like his contemporary kin, but now he can only be wounded on a 4+ regardless of the abilities or strength of the weapon that struck him. Lastly, if some fool were to engage him in melee, he can put down up to 3 Marines a turn with his S5 AP-2 D2 attacks that always wound on a 2+. Like other Farseers, Eldrad can learn any powers of his choosing from the Runes of Fate and/or Fortune, but unlike them he can learn and cast up to three of them a turn instead of just two. As such, Eldrad is ''the'' best psyker to lead your armies and is one of the best psykers in the whole game. It's strongly recommended that you take a squad of Warlocks and spring for the Seer Council stratagem to make his casting much easier (A bonus of +2 to his first test and +1 for the rest. +4/3 if you use Focus Will on him) and to thoroughly protect him from any who would try to do him harm. </div> </div> ===Far-Flung Craftworlds=== <div class="toccolours mw-collapsible mw-collapsed" style="10> Custom Attributes return under a different name. Most of the top-tier options from last edition were simply rolled into the mainline Craftworlds, so unless you have something specific in mind, you may want to stick with them. Aside from "In the Footsteps of the Ancients" and "Hail of Doom", you may mix and match any two perks on this list as you see fit. <div class="mw-collapsible-content"> *'''In the Footsteps of the Ancients''': When you paint [[your dudes]] something different but still want to use one of the main five traits. This perk is mutually exclusive from everything else on this list, but it lets you take the unique perks, Warlord trait and Stratagem associated with one of the main five. This does not apply to relics (for some fucking reason) or named characters, so it's still ultimately inferior to just running the originals. This is quite literally just for tournaments and the like that require WYSIWYG to be paint specific which is apparently a thing. There is no reason, in a more lax setting, to bother with this. *'''Children of Khaine''': Unmodified 6s to wound in melee gain +1D. A nice if unreliable perk for melee-oriented factions. *'''Children of Morai-Heg''': Any unit below starting strength adds +1 to hit. Not an ideal power given it's conditional on your dudes dying and it doesn't benefit single-model units at all. *'''Children of Prophecy''': You may re-roll any dice rolls of a 1-2 for all psychic tests. A pretty good perk for psyker heavy lists if you want consistency. *'''Children of the Open Skies''': Everyone gets an extra 1" of movement, 2" if they {{W40kkeyword|fly}}. All advance rolls treat 1's and 2's as 3's. If you need to go fast, this is the perk to do it. It's a bit better than last edition since everybody gets to speed up, not just the fliers. *'''Diviners of Fate''': So long as everyone has access to Strands of Fate, roll an extra d6 for it. Honestly can be nice if you're desperate for as many nat 6 substitutes as you can get, but you can probably give this a pass. *'''Elite Citizenry''': Add 1 to everyone's leadership and each unit can re-roll one hit roll during the fight phase. A pretty easy pass. *'''Expert Crafters''': Each unit that shoots or fights can re-roll one wound roll. A little less versatile than last edition but this is still a pretty useful perk. Especially with the nerf to Doom, your non-Core units will certainly appreciate all the aid they can get. If you're thinking of using this trait though, why not just run Ulthwe? *'''Grim''': Add 1 to the Combat Attrition tests of units with this perk. Another solid pass. *'''Hail of Doom''': When a model with this attribute uses a shuriken weapon to attack an opponent, an unmodified 6 automatically wounds (and counts as a natural 6 for the Shuriken rule). An amazing Shuriken buffer that's worth considering simply due to the near omnipresence of the weapon. With enough Shuriken spam in your list, you won't even need anti-tank. <del>Pairs well with Superior Shuriken or Masterful Shots. Expect this to be nerfed soon.</del> As of the latest FAQ now takes both slots, but still totally worth it! *'''Headstrong''': You can re-roll advance and charge rolls for everyone with this. A very useful ability for melee-oriented armies. *'''Hunters of Ancient Relics''': Units with this can shoot while performing an action without failing it. **A very situational but arguably decent perk if you know you're going to be playing games full of tactical objectives. *'''Masterful Shots''': Targeted enemy units don't receive the benefit of light cover. A downgrade from last edition, but still quite good due to the amount of cover on modern boards. *'''Masters of Concealment''': Your units gain the benefit of light cover when targeted by ranged attacks from 12" or further away. *'''Mobile Fighters''': Units that disembark from a transport add 1 to their attack wound rolls. This applies to both shooting and melee. Don't pair this with Howling Banshees, who already get a non-stacking +1 to wound from charging. *'''Savage Blades''': When your models charge, are charged, or heroically intervene, improve the AP of their weapons by 1. This is far more useful on units with lower natural AP like Storm Guardians or Striking Scorpions but is useful none-the-less. *'''Swift Strikes''': Unless your units fell back, when you pick a unit with this trait to shoot, they're treated as having remained stationary. At first glance, this looks to be redundant since Battle Focus already does this. But, unlike Battle Focus, this applies to all weapon types, faction wide. The only exclusion to using this is the act of falling back, so advancing and firing Heavy weapons is on the table with this. *'''Students of Vaul''': Damage 1 weapons that successfully wound a {{w40kkeyword|vehicle}} allow them to add 1 to their armor save. Though enhanced durability is always welcome, not a lot of players are going to be targeting your Wave Serpents or Falcons with bolters or lasguns until after they've fired off all their lascannons and melta rifles at them. Not a priorty pick. *'''Superior Shuriken''': Add 3" to the range of Shuriken weapons. Shuriken Catapults and Pistols achieve a range of 21", and Shuriken Cannons a range of 27". The addition of 3" is pretty nice, as it almost gives your Guardians and Dire Avengers standard bolter ranges on their weapons. *'''Vengeful''': When your models make melee attacks, natural 6's score an additional hit. Another useful if situational perk on a melee-oriented faction. *'''Warding Runes''': All your models have a 5+++ against mortal wounds and a 6++. This is a third of Ulthwé's current trait, so if you're wanting this, you may as well just run Ulthwé. *'''Webway Warriors''': When a unit arrives from reserves for the first time, their attacks until the end of the turn score an additional hit on a natural hit roll of 6. Not that great, since you'll benefit from this situational perk a maximum of one time per unit you already had sitting out half the match. *'''Wrath of the Dead''': {{W40kKeyword|Wraith Constructs}} (aside from {{W40kKeyword|Aircraft}}) can perform Heroic Interventions as though they were Characters. Pairs fairly naturally with Vengeful and has some solid utility on Wraithblades, Wraithlords, and Wraithseers. </div> </div>
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