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Warhammer 40,000: Kill Team (HoR)/Tactics/Dark Eldar(8E)
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==Armoury== *'''Gloom Field''': Leader only. Grants a -1 for enemies to hit from beyond 6", spread in a 3" aura. This is quite great for an assault build with bodyguards. *'''Trophy Rack''': LEader Only. A fierce weapon in a choppy leader's hands, the thing only activates when you kill an enemy in combat and even then triggers on a 4+. In that event, you gain +1 Ld (Cool), and any enemy models within contact take -1 Ld. *'''Goblet of Spite''': Hekatrix/Syren only. In a strange inversion to the Blood Grails the Blood Angels are infamous for, this makes all {{W40kKeyword|<Wych Cult>}} within IP gain a triple whammy of +1S, +1A and re-rolling 1s to hit on a charge. All of this is very good, but it's also insanely expensive. *'''Ancient Clone Field''': Leader only. You can gain a couple ablative wounds during the fight phase, which is pretty valuable since eldar are universally fragile, and you can choose which wounds you want to blow it on (Like, say, that power fist or thunder hammer). *'''The Master's Seal''': Leader only. Boosts all auras by 3", which can especially be useful for any backline commanders. *'''Bloodshard''': {{W40kKeyword|Kabal of the Flayed Skull Leader}} only. Mounts you on a bike, which...is nice, especially since you'll still be able to give your warriors some benefits, but you'll be forsaking the ability to help them hit with how easily you outpace your men. *'''Seeker of Torment''': Acothyst only. This is a callback to the old Covens supplement, giving those {{W40kKeyword|<Coven>}} models within IP an extra step from PfP. *'''Shade Stalker''': Mandrake only. Expensive, but it gives you a single-use ability to re-deploy to wherever you wish. *'''Frostrime''': Mandrake only. This is incredible as it forces everything to happen after you, overruling any sort of strikes-first rules. *'''Envenomed Barbs''': {{W40kKeyword|<Wych Cult> Infantry}} only. Lets them re-roll a single botched hit or saving throw each combat phase, which gives this thing quite a bit of mileage. *'''Inverted Drop-Down Dorsal Decapitation''': Arena Champion only. This is your big gamble, forcing you to make a single with the bladevanes, but doing so deals a mortal wound. *'''Custom Hellglaive''': Hellion only. Basically a normal hellglaive, but with +1S on the charge. *'''"I Call Heads!"''': Helliarch only. You can force your boss to roll half his lot of attacks, but each attack rolls double. Synergizes with the Trophy Rack by making it auto-proc. *'''Kingpin''': Helliarch only. Gives all your Hellions another random drug to use, and this has the chance to stack up if you roll the same drug. *'''0-1 Bloodstone''': Incubus only. A shooting weapon from editions past, this gives one Incubus a basic 8" Assault d6 S3 AP-2 D1 attack. Enjoy your cooking. *'''Chosen Foe''': Klaivex only. He now re-rolls to hit against the leader, the best role for a pro assassin. *'''Whirlwind ASsault''': Incubus only. Lets your killy boys make another attack on a 6 to wound. Unusual way to get it, but you want these guys to kill more. *'''Master of the Spires''': Scourge only. Your flyboys can now re-roll 1s to hit other flying models. Guess what those pain in the ass battlesuits are? Now how about those pesky Suppressors? Yeah, that's why you want this. *'''Obsidian Stone''': Lets a single model deny a power as if they're a psyker, a necessity in an army that lacks any sort of psykery. *'''Ghostplate Armor''': {{W40kKeyword|<Kabal>}} models without {{W40kKeyword|fly}} only. Gives you the 4+/6++ save scourges enjoy. *'''[[Duke Sliscus|Sliscus]]' Legacy''': The duke shall not be forgotten. This lets you add +1 to wound any non-vehicle model when using a splinter weapon. This has different costs depending on what you put this on (One for splinter pistols, one for splinter cannons, and one for anything else), so consider what you really need this poison for. *'''Adept-Slave Forged Weapon''': Gives you an overcharge mode on one gun, just in case you really like playing with Imperial Plasma. *'''Soul Trap''': Useful for melee models, this adds +1S when you kill someone in melee. If you're worried about punching through a particularly tough guy, this might give you the edge you need...after killing some lesser schmuck for being in the way. *'''Punisher''': Incubus only. The old weapons of the Incubi, these are S+2 AP-3 halberds that can instead deal an attack to every model within 1". Fierce as hell and only for 10 points. *'''The Poisoned Blades''': Leader only. You got a pair of CCWs with a bundle of rules on them. They're poisoned, grant two free attacks, and become AP-4 when you roll a 6+ to wound any non-vehicle model. They're best suited on a succubus, who'd benefit from some more free attacks to roll, all poisoned, and all with the chance to be devastating. *'''The Edge of Agony''': Not quite a power fist, but it's got crazy AP and the penalty to hit. It also has the ability to benefit its wielder upon a kill, though it's on a 4+ and if you roll a 1+, expect to say goodbye to those gains. *'''Destructor''': Acothyst only. The terrifying parts of this gun are it's RF3 and penalty to nerve tests. The S3 and AP-d3 aren't so bad, but it gives a decent means to mess with GEQ.
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