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==Special Rules== *'''Raiding Force''': In a Battle-forged Drukhari army, you get a bonus 4 CP for taking at least 3 Patrol Detachments. The bonus rises to a whopping 8 CP if you take 6 or more Patrol Detachments instead. As an added bonus, more Detachments also means more combinations of Drukhari Obsessions to work with. **One thing to keep in mind that most Events or Tournaments cap you at 3 Detachments per list. This cap is just a suggestion from GW and not an actual rule. Tournaments haven't adjusted the detachment limits and are basically ignoring the existence of this rule, which is what you should do as well. **Battalion Detachments now give 5 CP, making a Double Battalion plus Patrol (for Alliance of Agony) the most optimal choice for maxing CP in a Tournament List. *'''Power from Pain''':Thanks to your army consisting of a bunch of sado-masochist freaks, you gain bonuses according to the turn number. Note that these bonuses are cumulative. ** '''Turn 1''': '''Inured to Suffering''' - 6+++ Feel No Pain: Any time a model loses a wound, roll 1d6. On a 6, the wound is ignored. Adds a slight bit more survivability to everything, turns Wych Cult units into viable tarpits, and makes Coven units obscenely tough. This is great, and the fact it starts on Turn 1 AND with Instant Death being a thing of the past, your troops are actually going to be able to take this roll. Even though you have to roll for multiple damage now, Drukhari foot soldiers are gonna love this. **'''Turn 2''': '''Eager to Flay''' - You can re-roll advances and charges. Helps you get stuck in faster. Nice -- gives us back the Fleet USR we enjoyed for basically everything in the prior edition, without sacrificing our newfound Movement speed, which increased by 1" minimum to sometimes 4" on a straight move. Has become much more powerful in the Codex now that Deep Striking units can't benefit from any power or ability that grants a free move (like Word of the Phoenix from Yvraine). Orks still charge farther than you do - use the CP re-roll strat to re-roll a single die when that would be better for optimal charging. **'''Turn 3''': '''Flensing Fury''' - +1 to hit rolls in the Fight Phase. Combined with the very high WS most Drukhari units enjoy, this should make sure most of your army hits on 2+. It's amazing for Coven units, gives your Kabal units some close combat bite, and frees up a drug choice for your Wych Cult units. **'''Turn 4''': '''Emboldened by Bloodshed''' - Immunity to Morale tests. Not too great given your fantastic Leadership scores and tendency towards MSU, but it's better than nothing. Note that this means that you will not have to spend CP on auto-passing morale tests, which is the main benefit of this bonus. With the new Codex, this is actually fairly good now - since taking full-strength (or at least ten-elf) units gives you increasing benefits, dying to morale attrition is a greater risk. Couple this with Cursed Blade's near-immunity to morale and you'll only be losing dudes to weapon-induced death. **'''Turn 5''': '''Mantle of Agony''' - You lower the Leadership of enemies close to you by 1. Helps you clear out the last few pockets of resistance. Stacks with your Phantasm Grenade launchers to help make up for your lack of native access to smite. Also forces your opponent to waste the last of their CP to auto-pass morale tests, instead of on more useful stratagems that actually threaten you. Forcing your opponent to throw away CP this late in the game is never a bad thing. *'''Combat Drugs''': A lot of your {{W40Kkeyword|<WYCH CULT>}} units have access to drugs. You can either choose which drugs you spread around your army or you can roll randomly. If you choose, you have to give out a different drug to each unit and can only take multiples once you've allocated each drug at least once. If you roll randomly, you get what you get and that's that. However, ask yourself this: Do you really want to risk gaining something weak like ''Hypex'' on a unit in a transport or ''Splintermind'' on a lone Character? Only roll for drugs if you really can't afford the points to take more Cult units to dump the worse drugs into until you loop back around to the good drugs. The cheapest thing you can field (aside from MSU Wyches) is Beastmasters, which is good news, as it's highly unlikely you'll run out of Elite slots in a Cult detachment. ** '''Adrenalight:''' +1 Attack. Put on a big flock of Wyches or Hellions, and send them after the biggest model the opponent has. See that Wraithknight? Now you don't. (Seriously, let's not get carried away, you're wounding the WK on a 6 and it still gets a 3+ save...) <strike>But this IS the best drug for your dedicated assault units. Cult of Strife already has lots of attacks, and with this they can drown anything in dice. </strike> (Though it may be tempting to maximize the number of attacks, they're still strength 3 for the Cult of Strike, so not, it's not the best drug and it doesn't allow you to target anything. It's a second choice when Grave Lotus is already taken). This is a very strong combination with the Cult of the Cursed Blade, which already gains a +1 Strength. This puts them on par with the Cult of Strife (+1 Attack/+1 Strength) regardless of whether there has been a charge or intervention this turn and they keep their morale bonus, which the Cult of Strife lacks. ** '''Grave Lotus:''' +1 Strength. Now that you can pick a unit to take this, you could make something absolutely terrifying out of it. Putting it on a blob of Wyches, Bloodbrides, or Hellions can make something truly nasty. Reavers always hit at S4, so consider something else for them. Second-best drug for a dedicated assault unit. The Cult of the Cursed Blade gets bumped up to S5 with this, allowing their Wyches to wound MEQs on a 3+. ** '''Hypex:''' +2" Movement. Makes Wyches and the like obscenely fast, but less useful if your strategy involves putting them in transports or using deep strike. Pairs very well with Hellions or Reavers, and with the Cult of the Red Grief's obsession mixed in, a first turn assault is very hard for an opponent to avoid. You may also consider dumping this on your Succubus - since your characters are running solo this could help them keep up with the faster units, particularly when the units roll high on an advance and the Succubus flubs. ** '''Painbringer:''' +1 Toughness. Could end up creating an amazing tarpit. Great on Reavers: T5, 2W bikes with 4+ save and 18" Move? Oh my my. Pretty nice on Wyches as well, since in close combat it makes them T4 6+/4++ with their 6+++ FNP on top of that. ** '''Serpentin:''' Your WS is 1 better. This will make pretty much anything affected hit on 2+. Nice. But since you get +1 to hit rolls in the fight phase on turn 3, it's not the best in the world. It does have some niche uses for Ynnari detachments (who lose Power from Pain). This is currently only useful if you think you've got a plan to Alpha Strike and charge Turn 1 (probably by using the Cult of the Red Grief obsession), so you can get 2 turns of hitting on 2+ before PfP kicks in. Candidates for that are Reavers and Hellions, as Wyches/Bloodbrides in transports have to exit their boats at the start of the movement phase. ***The difference between this drug and the Turn 3 PFP is negligible. Giving it to a Succubus, who then has WS1+, means she is always hitting on 2+ since hits always fail if the die '''physically''' displays a β1β and modifiers such as the Archite Glaive -1 to hit do not change the physical number on the die. [Codex: Drukhari FAQ V 1.1 confirms this is correct.] ** '''Splintermind:''' +2 Leadership. Good for Beastmasters in Beast Unit lists; decent on a blob of Wyches, but there are better picks, as from from Turn 4 onward your units with Power From Pain gain Fearless. Still, has its niche uses for Ynnari detachments, especially if you didn't take the Yncarne. Give this to a Succubus and stick her in a Tantalus for army-wide Leadership 10. *'''Vanguard of the Dark City:''' It's Objective Secured. ===Drukhari <s>fetishes</s> Obsessions=== Your chapter tactics equivalents. Kabals, Wych Cults, and Haemonculus Covens all get their own bonuses, which are now listed in the corresponding sub-faction entries below. As usual, anyone not listed there can pick from the choices available to their corresponding faction. ====Obsessions==== =====Kabal===== *'''Black Heart - Thirst for Power''': Treat the current battle round as 1 higher for your units with Power from Pain. Units without Power from Pain gain a 6+ FNP. So Raiders, Venoms, Ravagers, Sslyth, and Ur-Ghuls. It won't get as much use as it would have for the Cults or Covens since the Power from Pain table mostly buffs melee and the Kabals are by and large a ranged force. You're mostly taking it to get access to Agents of Vect and the Relic. *'''Flayed Skull - Slay from the Skies''': Add 3" to the movement value of your units that can {{W40kKeyword|Fly}} (transports and Ravagers). Enemies do not get cover from these units, or from units embarked on them. Re-roll hits of 1 for Rapid Fire weapons for those units. When it comes to an obsession that makes best use of the Kabals' strength, Flayed Skull is your friend. Your Kaballite filled Raiders are now faster, more accurate and more deadly all in one neat package. *'''Poisoned Tongue - Serpent's Kiss''': Re-roll wound rolls of 1 for Poison and/or Melee, non-artifact weapons. Not bad by itself, but with the introduction of the custom obsessions in Phoenix Rising that 'by itself' is more noticeable. It's roughly on par with Toxin Crafters statistically, and Toxin Crafters lets you pick another obsession on top of it. *'''Obsidian Rose - Flawless Workmanship''': Range of your Assault, Rapid Fire, and Heavy weapons is increased by 6", excepting Eyebursts and Artefacts. In 8th edition where range is king, never underestimate a flat 6" range increase on nearly all your weapons. ======Custom====== Unless otherwise noted, pick any two. *'''Dark Mirth''':-1 leadership to enemy units that are within 6" of any unit with this obsession. The first time an enemy unit fails a Morale test, all units with this obsession gain +1 Leadership for the rest of the battle. Does not stack with itself, unlike the Haemonculus Coven obsession. *'''Deadly Deceivers''': Units with this obsession can charge after falling back. In addition, when an enemy unit ends a charge within 1" of a unit with this obsession, roll a die; on a 6, you deal a mortal wound. Given the low number of melee units in Kabals, this has limited use. *'''Disdain for Lesser Beings''': When a Morale test for this unit is failed, no more than one model can flee. Useful to survive units from running until you reach turn 4, after which it loses its use entirely because you're auto-passing Morale with Power from Pain. *'''Meticulous Flayers''': Units with this obsession always benefit from the eager to flay Power from Pain rule (the one that lets you re-roll Advances and Charges), even on the first turn. When resolving an attack with a melee weapon against a non-{{W40kKeyword|vehicle}} ''and'' non-{{W40kKeyword|titanic}} unit, any unmodified hit roll of 6 always hits and always wounds. Again, of limited use on the bulk of your Kabal force. *'''Mobile Raiders''': Any model with this obsession that has the {{W40kKeyword|FLY}} keyword gain +3" movement. You're Dark Eldar, movement is key to your army, so this is always worth considering. *'''Soulbound''': Re-roll Inured to Suffering (Feel No Pain) rolls of 1. Units without Power from Pain (raiders and venoms) gain Inured to Suffering. Giving your squishy vehicles an extra save makes this obsession very appealing, especially in combination with kaballite loaded Raiders with either Toxin Crafters or who pop close to enemy units thanks to Webway Raiders. *'''Toxin Crafters''': Any weapon with the "Poisoned Weapon" rule gains +1 damage on an ''unmodified'' 6 to wound. Artefacts of Cruelty do not benefit from this. Wonderful against those annoying Primaris, even if you still have to deal with your lack of AP. *'''Webway Raiders''': The Webway Portal stratagem can be used one additional time per battle per detachment with this obsession; all uses ''beyond'' the first one are restricted to units with this obsession. =====Wych Cults===== *'''Cult of Strife - The Spectacle of Murder''': Lelith's pals. +1A in the first round of melee combat *'''Cult of the Cursed Blade - Only the Strong will Thrive''': +1 Str and only 1 model will run away when failing morale tests. *'''Cult of the Red Grief - The Speed of the Kill''': Models can Advance and Charge, rerolling their charges. Vroom! ======Custom====== Unless otherwise noted, pick any two. *'''Acrobatic Display''': Units within 1" of enemies gain a 6++ invulnerable save, or have their existing invulnerable save increased by 1 (to a max of 3++). Note that this prevents the selection of a second obsession. *'''The Art of Pain''': While a unit with this obsession and the power from pain special rule is within 1" of an enemy unit, they treat the current battle round as one higher. *'''Berserk Fugue''': When resolving a melee attack by a model with this obsession that charged, was charged, or made a heroic intervention, an unmodified hit roll of 6 causes 1 additional hit (which acts like +1 to hit, except that it works on WS2+ models and stacks with actual +1 to hit). Mutually exclusive with the Precise Killers obsession. *'''Precise Killers''': When resolving a melee attack by a model with this obsession, an unmodified wound roll of 6 improves the AP of the melee weapon by 1. Mutually exclusive with the Berserk Fugue obsession, and usually inferior to it, unless you're using a weapon that re-rolls wounds, like Hydra Gauntlets, ''and'' are up against good (penetratable) saves. *'''Slashing Impact''': After a model with this obsession finishes a charge move, pick one enemy {{W40kKeyword|infantry}}, {{W40kKeyword|biker}}, or {{W40kKeyword|monster}} unit within 1" and roll 1d6. On a 5+, they take a mortal wound. *'''Stimulant Innovators''': When the Hyperstimm Backlash stratagem targets a unit with this obsession, it costs 1 CP instead of 2. *'''Test of Skill''': Gain +1 to wound when attacking {{W40kKeyword|Monster}} and {{W40kKeyword|Vehicle}} units which contain any models with W10 or more (the characteristic, not current). *'''Trophy Takers''': When an opponent takes a morale test due to casualties caused by a melee weapon, they must roll 2d6 and discard the lowest. =====Haemonculus Covens===== *'''Prophets of Flesh - Connoisseurs of Pain''': Urien's cronies. Insensible to Pain gets bumped up to 4++. *'''Dark Creed - Distillers of Fear''': Obligatory Leadership bomb. Enemies get -1 to their LD for every Unit of Dark Creed in 6". Capped at -3, but can stack with other leadership bomb abilities. *'''Coven of Twelve - Butchers of Flesh''': All Melee weapons get an additional -1 AP. Doesn't apply to Artefacts. ======Custom====== Unless otherwise noted, pick any two. *'''Artists of the Flesh''': Prevents you from taking a second option. -1 damage from all enemy weapons, to a minimum of 1; applies to the weapon's characteristic for the entirety of the attack, in case that comes up. *'''Dark Harvest''': After charging, select one enemy unit within 1" for each model in the unit that charged, and roll a die; on a 5+ the targeted unit takes a mortal wound. *'''Dark Technomancers''': When the unit shoots, you can choose to enhance any or all of their ranged weapons. Such weapons gain +1 to wound and +1 damage, but if an enhanced weapon rolls any unmodified 1s to wound (after re-rolls), the model carrying it suffers a mortal wound (note that the bearer suffers 1 mortal wound even if it rolls multiple 1s). **This is ''absurdly'' good; while it has terrible synergy with an ossefactor (or the ossefactor's strictly worse cousin, the stringer pistol), its synergy with liquifier guns is ''incredible'', and it's fundamentally good with hexrifles and just about everything you can put on a Talos, Cronos, or Venom - for a Raider, take a Disintegration Cannon over a Dark Lance, and make sure to grab the Phantasm Grenade Launcher. <strike>Its most synergistic partner is Experimental Creations - for example, a dual splinter cannon Talos shooting a T5 ''vehicle'', like a Land Speeder, can combine both rules to wound on 4+.</strike>''. After 26.11.19 faq, only melee weapons take the benefit from Experimental Creations'' *'''Experimental Creations''': All models gain +1S. Additionally, Poisoned Melee Weapons get +1 to wound if the target has a lower Toughness than the user. *'''Hungry for Flesh''': +1 to charge rolls. *'''Master of Mutagens''': When resolving an attack with a poison weapon against a non-{{W40kKeyword|vehicle}} ''and'' non-{{W40kKeyword|titanic}} unit, an unmodified hit roll of 6 automatically hits and automatically wounds. Does not apply to artefacts of cruelty. *'''Mass Torturers''': When the Torturer's Craft Stratagem is used, it costs 1 CP instead of 2. *'''Obsessive Collectors''': When an enemy unit is destroyed by a melee weapon wielded by a model in a unit with this obsession, you can select one model in the unit that did the deed to regain d3 lost wounds. If the unit was a unit of wracks, you can restore d3 destroyed models to the unit.
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