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===Custom Craftworld Attributes=== Like the Space Marines' Successor Tactics, the Eldar can now create their own Craftworld Attributes by combining any two of the following 22 attributes from the Phoenix Rising book to truly make a Craftworld of [[Your Dudes]]. The main detraction, obviously, is the lack of any new/unique relics/stratagems/characters inherent in any custom craftworld you make, but that can easily be circumnavigated by simply taking a secondary detachment of the classic craftworld you want to double-dip into. *'''Children of Khaine''': When an {{W40kKeyword|Aspect Warrior}} model with this attribute rolls an unmodified 6 to wound with a melee weapon, their damage is increased by 1. **This can be brutal for Howling Banshee/Striking Scorpion Exarchs using an Executioner/Scorpion Claw, and makes your aspects potentially more threatening towards MEQ/TEQ units, but is unreliable. Use stratagems like ''Supreme Disdain'' to help fish for extra hits to help create opportunities for this to proc. *'''Children of Morei-heg''': When resolving an attack on a model in a unit with half or more of its models missing, get +1 to-hit. **An ok attribute that can help a player really on the backfoot in a match, but this does nothing for single-model units such as characters, monsters or vehicles. Given the universal 3+ BS/WS everything in your army has, coupled with the plentiful buff/reroll powers and abilities you have access to, this perk just seems less useful than others listed here. *'''Children of the Open Skies''': Any unit with the {{W40kKeyword|Fly}} keyword adds 2 to whatever their advance roll is for the phase. **A good on paper, less useful in practice kind of power. Many of your units that fly are already super mobile, but it does guarantee that if they do need to advance, the lowest they can roll is effectively 3". **''Never'' take this for a jetbike-heavy list - when you use Ride The Wind, you don't make an advance roll, so this Attribute will do nothing for you. *'''Children of Prophecy''': Each single die roll of a 1 is counted as a 2 when making psychic tests. **A fantastic ability for a psyker heavy army, this can potentially be the difference between a failed or passed psychic test for your lower WC powers. It absolutely ''does'' work when you would otherwise Perils - since 1s count as 2s, you actually rolled double 2s, and not only did you not Perils, if the power was WC4, you case it successfully. Even if something forces you to Perils despite this, if you live, and the power was WC4, you'll still cast it! *'''Diviners of Fate''': Everything gets a 6++ invuln save. **Kinda like a slightly worse Ulthwé, only with the benefit of having a secondary power. Obviously useless on everything that already has an invuln of 5+ or better. *'''Expert Crafters''': Each ''unit'' can re-roll one hit and one wound roll whenever they make a ranged or melee attack. **A nice power that has more value on high strength/damage weaponry with a low shot output, such as a D-Cannon Support Platform or a Fire Prism using its Lance profile. Even then, no one can turn away two free re-rolls per unit. Has a bigger impact the fewer shots the unit is making, as well as the weaker the shots, and the less accurate. By contrast, it has no interaction with AP or Damage, so you typically want those as high as you can get for this. *'''Grim''': When a unit takes a morale test, you can re-roll the die. **Basically ATSKNF, which is a terrible perk when you have craftworlds like Iyanden that effectively just make you immune to morale. Probably a hard pass in most cases, but in the event you plan on taking advantage of one of the other perks in this list and plan on maximizing squad sizes, it's a decent option, if sub-optimal. *'''Hail of Doom''': When a model with this attribute uses a shuriken weapon to attack an opponent within 12", its AP is increased by 1 (e.g. AP0 becomes AP-1). Does not stack with any AP granted by weapon abilities (the 6+ AP-3 effect). **Given the short range of most shuriken weapons, this will be active quite frequently. Pair either with ''Masterful Shots'' so that cover bonuses don't negate this attribute or ''Martial Citizenry'' if you were planning on fielding a lot of guardian infantry. *'''Headstrong''': Add 1 to charge rolls. **An ok power that stacks nicely with the ''Ghostwalk'' Rune of Fortune. It also reduces that deepstrike charge distance to a slightly more manageable 8", so there's that. *'''Hunters of Ancient Relics''': All models within 3" of an objective add 1 to their attack characteristic. **A very situational but arguably decent perk if you know you're going to be playing games full of tactical objectives. If the mission type has none, you're wasting a custom attribute slot. If you think this trait will give you 1 attack every time your unit fights near an objective, think again, it says MODELS withing 3", thus on average only half of your shining spear blob of 9 is going to benefit and even then there is so much counterplay to be had by the opponent... It is so much worse than +1A on the charge, there are better attributes, don't waste it on that one. *'''Martial Citizenry''': {{W40kKeyword|Guardian}} models re-roll hit rolls of 1. **Between Autarchs, Guide, Biel-Tan's attribute, and Ulthwé's unique stratagem, you're not exactly short of ways to buff guardian units with the same or similar ability while still offering standard buffs for non-guardian units. Still, if you're spamming guardians and support platforms, it is undeniably useful. *'''Masterful Shots''': Targeted enemy units don't receive the benefit of cover. **A decent if situational and underwhelming attribute that wrecks the Raven Guard chapter tactic and makes any non-LoS blocking terrain useless to your enemy. Dark Reapers in particular can make quite a bit out of this attribute. *'''Masters of Concealment''': Your units gain the benefit of cover when targeted by ranged attacks from 12" or further away. **Half of the Raven Guard chapter tactic. Slightly less useful on a majority of your infantry units comparatively, but it does make your vehicles and wraith units a touch tankier at range. *'''Mobile Fighters''': Units that disembark from a transport re-roll hit rolls of 1. **Fire Dragons and Wraithguard can become slightly more dangerous when rolling around in a Falcon/Wave Serpent (which you would/should likely be doing with them anyways). Also works in melee, if you'd rather go that route. *'''Savage Blades''': When your models charge, are charged, or heroically intervene, re-roll melee hit rolls of 1. **Yet another "re-roll 1s" perk, this one helps your melee units make the most out of their initial combat phases. Pairs nicely with ''Headstrong'' if you want a melee focused army. *'''Strike and Fade''': Your units may either A) Fall back and charge in the same turn or B) move in any direction you wish when consolidating. **A ''very'' strong attribute for melee armies, particularly Wraithblades/lords, Shining Spears, and to a lesser extent, Howling Banshees. **This attribute cannot be paired with anything else on this list. As such, and since it really only benefits melee units, you'll likely want to use it for a dedicated secondary Vanguard or Outrider detachment using Howling Banshees/Wraithblades or Shining Spears so that you're not shorting your general/ranged units a usable attribute. *'''Students of Vaul''': At the start of your turn, all {{W40kKeyword|Vehicles}} auto-heal 1 wound a turn. **Necrons aren't the only ones with "Living Metal" anymore! A great defensive trait that reduces the need for Bonesingers to potentially take up valuable elite slots (though having one still wouldn't hurt in vehicle heavy lists). **While a very nice trait, do consider that healing only one wound a turn will honestly have minimal effect when those tanks are facing dedicated anti-vehicle weaponry or massed firepower. Iyanden's attribute may be more attractive to you; though your vehicles won't heal on their own, anything with a degrading statline will retain peak combat effectiveness far longer than anything with this attribute would. *'''Superior Shuriken''': Add 4" to the range of Shuriken weapons. **Shuriken Catapults/Pistols achieve a range of 16", Avenger Shuriken Catapults 22", and Shuriken Cannons a range of 28". The addition of 4" is actually significant, as it allows even your basic Guardian Defenders to safely engage targets outside of most rapid fire and charge ranges. Unfortunately this trait has no direct compatibility with ''Hail of Doom'' due to its specific 12" range limit, but can still pair with it regardless if you want to maximize the potential of shuriken weaponry. *'''Vengeful Blades''': When your models charge, are charged by, or heroically intervene into {{W40kKeyword|Chaos}} units, re-roll ''all'' melee hit rolls. **Savage Blades, but conditionally better. Or worse, depending on if Chaos units are even present. *'''Warding Runes''': All your models have a 5++ FNP against mortal wounds. **Actually better for or against psykers than Ulthwé's perk. Recommended pairing with ''Children of Prophecy'' if you're planning on going heavy on the psykers. *'''Webway Warriors''': You may use the '''Webway Strike''' stratagem once per detachment with this attribute you take. **This can allow you to deepstrike a sickeningly high number of units, arguably more than any other army in the game if you build your list around it. Alternatively, two detachments with this attribute allow you to save command points when deepstriking multiple units this way. However, keep in mind that in Matched Play, you ''must'' have 50% of your army on the table when the game begins, discouraging the abuse of this attribute (and your rather abundant options for other deepstriking units). Not to mention that you won't really be able to offensively deepstrike these extra units until turn 2, a strategic gimp that could very easily come back to bite you. Also consider that this takes up an attribute slot that could be better used for something that actually benefits your units once they actually arrive on the table, like ''Hail of Doom'' or ''Martial Citizenry''. **This pairs rather nicely with ''Headstrong'', as melee units like Wraithblades and Howling Banshees greatly appreciate any method that allows them to get into combat as quickly as possible once they drop in. A Warlock/Spiritseer can further support these units with ''Ghostwalk'' to borderline guarantee a successful charge out of a deepstrike. *'''Wrath of the Dead''': {{W40kKeyword|Wraith Constructs}} with this attribute re-roll any wound rolls of 1. **This works for all attacks, melee or ranged, so whether it's a volley of Wraithcannon fire or a couple swings from a Wraithlord's Ghostglaive, this is a solid supportive trait for those looking to build a Wraith host.
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