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===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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