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===[[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>
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