Warhammer 40,000: Kill Team (HoR)/Tactics/Dark Eldar(7E)
Like all Eldar, the raiders of Commorragh are exceedingly fragile with a specific specialization. In their case, this specialization is a brutal swift assault that wipes enemies before they come to rally a counter-attack. The smaller scale of HoR may limit just how much fire you get, but you're still incredibly flimsy and thus need all the cover you can get. As a thankful bonus, your transports (all two of them) are perfectly usable while Transports are permitted, meaning that you get an extra level of destructiveness, capable of even hunting down tanks if you so find more.
The updated codex goes a while in giving you some extra specialization, but the army still retains the power it has in the big board.
Rules[edit]
- Webway Portals: These darlings are loved on the big table, and they're loved here too. If a Leader buys one, he can roll for reserves and take up to 5 more people along with him to Deep-Strike wherever he wants. If you have transports, a Venom becomes a really handy vehicle.
- Piratical Raiders: In any missions where there are attackers and defenders, the Dark Eldar always get first dibs on being the Attackers. Pretty fluffy, but always can be changed based on circumstances.
- Phantasm Grenade Launcher: While they retain the single-use rules of other grenades, one can buy more grenades for a costly 5 points. Shame most models won't ever get hurt by fear.
Good news, you have Power From Pain!
FOC[edit]
- 1 Leader
- 1-25 Core
- 0-5 Special
Wargear[edit]
- Adept-Slave Forged Weapon: Standard MC weapon. Grab for a special weapon that needs to make its mark on someone.
- Gloom Grenade: A basic harmless grenade with blind. At least it's a bit better than Phantasm Grenades by virtue of not caring about Fearless.
- Gruesome Trophies: Anyone in combat with a model using one of these takes -1 Ld. Sad thing is that it doesn't stack with other trophies or with the Trophy Rack. Sad thing to hear, but still worth something if you make a big assault.
- Soulseeker Ammunition: This old trinket returns slightly tweaked from before: Now a model with a splinter weapon can re-roll 1s to-hit. Pretty cheap buy.
- Modified Biology: Cheap 6+ FNP. Pretty cool if you're impatient to wait a turn for the PFP to work.
Leaders Only[edit]
- Hell Mask: Drag out those old Archons with flayed faces, because they're back! This forces enemies in combat with the leader to take -1 Leadership as well as Fear. Dope, but pretty overcosted.
- Gloom Field: Grants all models (friend AND foe) within 3" Stealth and Shrouded. The issue with this is that while it helps protect you from overwatch, anyone that charges you will get that exact same protection from your overwatch. Better utilized on a pure assault build, where that doesn't come up as often.
- Terrorfex: Another old relic, these have the rare distinction of being infinite grenade launchers. Granted, those grenades are harmless and force anyone hit to test pinning at -2Ld, but that's still an incredible help when you need to kill a key target.
- Xenospasm: An offensive grenade for once, these are S3 AP3. Pretty good at chunking something in the way, but the Terrorfex has more uses.
- Vile Reputation: A fun little tool to mess with people, this forces any enemies in the Leader's IP range become unable to use their own IP. Teamed with the Gloom Field and some backup, this can help you in screwing a backfield commander over.
- Trophy Rack: A fierce weapon in a choppy leader's hands, the thing only activates when you kill an enemy Leader in a challenge. In that event, you gain +1 Ld (Cool), and any models in base contact take -1 Ld.
Hekatrix Only[edit]
- Goblet of Spite: In a strange inversion to the Blood Grails the Blood Angels are infamous for, this makes all Wyches and Bloodbrides within 6" gain Rage and Hatred, which work well for making a big charge.
Sybarite Only[edit]
- Axe of Agony: Since Dark Eldar lack access to power axes, this comes in to fit the bill...slightly. S+1 AP2 and Unwieldy, but its big bonus is what happens when he wounds. If he inflicts at least one unsaved wound, roll a d6: on a 4+, he gains back a lost wound, on a 1, he gets too distracted and can't attack. Play it like a combined Parasite's Kiss and Axe and Power Axe and you'll find a similar match. Just be very prepared to die in the process because unwieldy KILLS your normally high Initiative.
- Serpent Blades: Now a weapon that makes us miss the Duke too, HoR? Yeah, these replace your weapons with two 2+ poisoned CCW. If they roll a 5+ to-wound, they'll even turn into AP2. Yeah, grab themm to make things die extremely quickly, but make sure you kill first or you'll feel the pain of a lost overwatch.
Nightfiend Only[edit]
- Shadestalker: If the Nightfiend ever arrives from reserves, he gets to drop in up to 1" from an enemy model in a style reminiscent of Kheradruakh. Yeah, he's barred from charging, but then again nothing can. Only really worth it on a bait Leader.
- Head Hunter: Decapitator bonus 2. The Nightfiend gains Preferred Enemy (Leaders) and a bonus rule making to-wound rolls of 6 ID, making him much more worthy of going to assault. Cheaper and more effective to use.
Helliarch Only[edit]
- Custom Hellglaive: Essentially a fancier Hellglaive, but if he charges he gets +2S. Pretty neat way to remind us of the Baron...
- Master of the Skies: Grants the Helliarch re-rolls on Dangerous Terrain and Hit & Run tests. Take it. It goes an extremely long way in making you a bigger nuisance.
Acothyst Only[edit]
- Spirit Probe: Yeah, it's the same as if you ripped it out of a Cronos. Models within 6" get +1 on their FNP to a max of 4+. A pretty solid take for a Wrack-heavy force.
- Seeker of Torment: Makes your Acothyst more of a mini-Haemonculus. You get to count everyone within 6+ as having an extra turn for PFP and the option to use the PFP bonuses from the Haemonculus Covens supplement instead. The former is priceless, but the latter should only be considered when you have tons of Wracks and Grotesques in the army that can benefit from it.
- Talismans of Petrification: A mini-Vexator Mask, this forces one model in combat with the Acothyst to test Initiative or be bumped to I1 for the turn. It's only used at the start of the fight, so make sure you have enough attacks to capitalize on the weakened opponent and any allies he might have.
Klaivex Only[edit]
- Bloodstone: A relic lost from the transition to 7E, this gives the Klaivex an S3 AP3 flamer. Enjoy your cooking.
- Murderous Assault: In an attempt to make a mini-Drazhar, the Klaivex get his "bonus attacks on to-wounds of 6" rule, which is in itself taken from the Haruspex. Pretty nifty, though some weapons are better.
- Chosen Foe: Gains Preferred Enemy (Leader). Cheap and quite effective.
Incubi Only[edit]
- Punisher: The old weapons of the Incubi, these are Two-Handed S+2 AP3 halberds that can instead deal an attack to every model in base contact. Pretty fierce, but the Klaives are better up-close.
- Tormentor Helm: MORE old relics! You slap a TL Splinter Pistol to an Incubi's helm and gain a cheap combat weapon.
- Obsidian Stone: The only anti-psyker tool you can grab, these let Incubi Deny on a 3+. For 5 points, this is a fucking steal!
Leaders[edit]
- Sybarite: Your utility leader, this guy can be kitted out to become a mini-Archon. 3 Points net you a bonus attack. He gets access to the Blaster/Blast Pistol, Haywire Grenades, Soul-Trap, WWP, and Phantasm. Like the Archon, keep him from unnecessary combat, keep him protected, and keep only the most necessary things on him. As a bonus, he can also take Ghostplate Armor to help his chances of survival.
- Hekatrix: The mini-Succubus. 3 Points give you a bonus attack, and you keep all the options a regular Succubus has. Unlike the big game, you won't end up cheaper than the Sybarite for an equivalently effective loadout, but instead you get good at melee and the potential for a drug-induced bonus.
- Helliarch: With the beloved Baron Sathonyx's departure, you now have this game to relive only part of his glory days. Drama aside, this is a more elite Hellion with all his options from the big book. He also makes Hellions Core so you can dart around like madmen. Upgrade to a Helliarch Kingpin and your Hellions all get two rolls on the Combat Drugs table.
- Arena Champion: The Leader to take for extra Reavers by breaking the hardcap. He's melee-focused with only the Grav-Talon and Caltrops as his weapons of choice, meaning that he'll need backup if he wants to fight. You can upgrade to an Arena Legend for +1 Attack and +1 Initiative.
- Acothyst: The Wrack Leader that can let you take more Wracks. He can thankfully take the Liquefier so that he can mess with things, as well as all the other fancy coven tools. Keep him shooty, as his low I4 forces him to fight at the same time as his enemies, which will likely screw him over. Sadly, he can't grab a WWP, so he's forced to make his men leg it to the fight.
- Klaivex: Expensive as a leader, but he has all he needs to kill. You have the options for a Power Sword or an Agonizer, but FUCK THAT! You have an AP2 Weapon! If you need a better weapon, buy Demiklaives and get the bonus attack!
- Solarite: Taking him makes Scourges core. That said, refrain from the idea of making him melee-based; he's too weak to try that. Since Scourges can't Deep Strike, you'll need to keep him together with his flock and open fire as much as possible.
- Nightfiend: A slightly bigger Mandrake. Take him, use him to bait the opposition by spamming cover like a fiend. He's not well-built to take on massive combats, so use him for priority removal or just hide and baleblast things to shit.
Core[edit]
- Kabalite Warrior: Your basic troop, each one per five can grab a special/heavy weapon for bonus shooty. If you take a Raider for them, grab Nightshields and Splinter Racks for some fancy-ass killing.
- Wych: Wyches are good for one thing and only one thing:
Building a haremTying other things up in combat. Each one per three can grab a new Wych weapon, which tend to be only slightly better than nothing. - Hellion: Hardcapped to 0-5 without a Helliarch, these guys are your dancy-darting fiends to kite around with.
- Reaver: Hardcapped to 0-3 without the Arena Champion. Unlike the Champion, every one per three can not only take Caltrops or Talons, but also Heat Lances or Blasters. Keep them near the champion, and make sure they don't go to any combat not on their terms.
- Beastmaster Pack: Hardcapped at 0-2. These guys aren't quite as versatile as in the big book, but manage to remain major annoyances based on how they run, and Non-Learning makes sure that they have no reason to not charge. The master can take up to 4 beasts. Khymerae are the stable walls/cover, Clawed Fiends are for making punishing attacks, and Razorwings are there to make sure you get a maximum amount of attacks.
- Wrack: Hardcapped to 0-5 without an Acothyst. These guys can only grab Liquefiers and Ossefactors, so it's pretty clear what the plan should be. Since there are few legit squads, the Ossefactor loses a good bit of its use as a squad-killer, but taking more should cover for it.
Special[edit]
- Mandrake: Keep in cover and make sure they're accompanied by something to protect them from overwatch if they charge. Otherwise, make use of their kiting prowess and baleblasts.
- Grotesque: They're big, they're bulky, they're killers. Liquefiers give them a decent shot at shooting. 10 Points makes them Aberrations, making them able to grab a special melee weapon. It's generally not too advisable to make Aberrations, as the Flesh Gauntlet is scary enough most times.
- Incubus: Your elite melee unit. Keep them near some other guys, send these boys out first to mulch anything that tries to charge first. They have an option for the old Tormentor Helm, which is a very smart idea to grab as it gives you a shooting weapon.
- Scourge: These guys got something of a break in the new codex, though it's not entirely the case here. You only got two slots for new weapons, meaning Blaster Spam is no-go, especially in a Solarite list. If you have a bunch of them, throw them in with the Solarite and keep them moving and firing at anything that looks at them funny.
- Kabalite Trueborn: Like the Scourges, these guys have a more limited number of choices for guns. At least they're not capable of being made Core and thus found more wanting as choices.
- Bloodbride: Slightly better than basic Wyches for a cost, but otherwise not any better than their core counterparts. Up to three can take weapons, but those weapons tend to only be worth it when you're fighting something equal to you.
- Lhamean: Cheap and hardcapped at 0-2. Otherwise only significant in that she gives good poisoned attacks, but little else.
- Ur-Ghul: Unlike the other Court options, this one lacks a cap for some reason. Maybe because nobody really uses it aside from ablative wounds anyway.
- Medusae: Hardcapped at 0-2. Not very powerful, but the option for a non-randomized flamer for overwatch is a welcome prospect for any team afraid of assault.
- Sslyth: Hardcapped at 0-3. Not much tougher, but if you put one or two in a Rack-Raider with an Archon and maybe a few Warriors, they'll definitely have some fun.