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===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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