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===Drukhari 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.<br> You can also make your own custom obsession by combining two of the custom ones below, unless it's listed as an "All consuming" obsession, in which case you can't combine that with something else. ====Kabal Obsessions==== *'''Black Heart - Thirst for Power''': Treat the current battle round as 1 higher for your units with Power from Pain; this also affects Blades for Hire. All units with this obsession gain +1 Leadership and may re-roll one hit roll in the shooting or fight phase. *'''Flayed Skull - Slay from the Skies''': Add 2" to the movement value of your units that can {{W40kKeyword|Fly}} (transports and Ravagers). Enemies do not get the benefit of light cover against these units, or against units embarked on them. *'''Poisoned Tongue - Serpent's Kiss''': Your poisoned weapons are all improved by one (4+ to wound becomes 3+) and if your poisoned weapons kill any models in an enemy unit, they suffer a -1 penalty to combat attrition checks. While you still won't be able to shift marines, you now have a slightly easier time gunning them down. *'''Obsidian Rose - Flawless Workmanship''': Range of your Assault, Rapid Fire, and Heavy weapons is increased by 6", excluding relics. Units with this obsession may re-roll one wound roll when shooting or fighting. Never underestimate a flat 6" range increase on nearly all your weapons. Excellent when taking Shredders and Blasters for that extra bit of range, as well as keeping your Ravagers as far away from the enemy as possible. =====Custom===== *'''Dark Mirth''': Gain a 12" aura. Any time an enemy movement dares start a move inside this aura, be it walking, advancing, falling back, or charging, they suck a Mortal Wound on a 5+. *'''Disdain for Lesser Beings''': Units with this obsession add +1 to combat attrition checks. *'''Merciless Razorkin''': If a model with this obsession rolls a nat 6 to hit with a splinter weapon, you score another hit, equivalent to +1 BS except it stacks with being BS2+. Pairs well with Torturous Efficiency. *'''Mobile Raiders''': Any model with this obsession that has the {{W40kKeyword|FLY}} keyword gains +2" movement. You're Dark Eldar, movement is key to your army, so this is always worth considering. *'''Torturous Efficiency:''' If a model with this obsession rolls a nat 6 to wound with any gun, you improve the weapon's AP by 1. Aka it only triggers once every 9 shots (base), so about ''1.11 shots per 5-elf squad'', which goes up as the unit gets more accurate; more relevant for stacking with Merciless Razorkin is that it applies to 1 in 3 successful wound rolls with a Splinter Rifle or Splinter Cannon. Still, not like Merciless Razorkin can be combined with anything else, really. **Once every 9 shots assumes BS3+, no buffs, but your accuracy can effectively be BS2+ (Trueborn or Razorkin) or BS1+ (Trueborn Razorkin) and you can apply an Archon, so that comes out to this many procs per 5 elves shooting splinter rifles: **#Base: 1.111 (1 every 9 shots) **#Archon: 1.296 (1 every 7.7 shots) **#Trueborn or Razorkin: 1.389 (one every 7.2 shots) **#Archon + (Trueborn or Razorkin): 1.620 (one every 6.2 shots) **#Trueborn + Razorkin: 1.667 (one every 6 shots) **#Archon + Trueborn + Razorkin: 1.944 (one every 5.1 shots) **Toxin Crafters is better than Merciless Razorkin + Torturous Efficiency if you want to focus solely on poison guns, but Torturous Efficiency affects other guns (Shredders) and Toxin Crafters doesn't. *'''Soulbound''': Models with this obsession gain a 5+++ against mortal wounds. Kind of not great unless you're going against Smite spam and Tau rail weapons. *'''Twisted Hunters''': Models with this obsession get +1 to hit {{W40Kkeyword|character}}s - but Haemonculus Covens get sniper rifles, you don't, and Wych Cults are much better at melee than you are. *'''Webway Raiders''': Whenever the Webway Portal stratagem is used on a unit with this obsession, the stratagem costs 1 CP less. Since the strat can only be used once, this is equivalent to spending half your obsession on 1 CP. ======All-Consuming====== *'''Deadly Deceivers''': Units with this obsession can shoot after falling back, but suffer -1 to hit when doing so. This costs you two traits and is worth only 1, and hence is best avoided. *'''Toxin Crafters''': Models with this obsession get to re-roll 1s to wound with poisoned weapons, and if they score a nat 6 to hit with a poisoned weapon, the poison value is set to 2+. Yeah, this is the one you want if you just want to go all-in with splinter weapons: because you're ws/bs3+ (the ability applies to 1 in 4 wound rolls), the net effect on Poisoned 4+ weapons (when the effect applies, it's a 5/3 multiplier on wounding) is another 7/6 multiplier that stacks with the 7/6 this comes with to wound and the 7/6 to hit an archon provides for 343/216 total (1.167, 1.361, and 1.588, respectively). Worth considering if spamming Kabalite warriors, as only the 5th, 9th, and 10th elf in a squad may wield special guns, and that 10th elf can just take a Splinter Cannon. ====Wych Cult Obsessions==== *'''Cult of Strife - The Spectacle of Murder''': Models fight first if within engagement range of any enemy models at the start of the fight phase. Add +1 to charge rolls against unengaged enemies. *'''Cult of the Cursed Blade - Only the Strong will Thrive''': +1 Strength and unmodified save throws of 6 cause a mortal wound against enemy attacking models in the fight phase. *'''Cult of the Red Grief - The Speed of the Kill''': Models can re-roll charges and add +2 to advance rolls. Vroom! Take this to go fast and try and kill anything before it kills you. =====Custom===== *'''Acrobatic Display''': Models with this obsession can consolidate through terrain and other models. *'''The Art of Pain''': While a unit with this obsession and the power from pain special rule is engaged with an enemy unit, they treat the current battle round as one higher. *'''Precise Killers''': Models with this obsession trigger Blade Artists on a nat 5. **Best on Bloodbrides, obviously, and while it makes Grave Lotus marginally less bad - Precise Killers does nothing if you don't wound on 5s - it's not enough to save it. Naturally, it makes the weapons Blade Artists discourages even less enticing - ''never'' take a power sword on a model with this, for example, even if costs change and they stop being strictly worse than agonisers. **The reason to take this over Berserk Fugue is, presumably, to combine with Test of Skill, if you want your Wyches to suck even less at chopping a vehicle or monster to bits. *'''Slashing Impact''': After a model with this obsession finishes a charge move, pick a non-{{W40kKeyword|vehicle}} enemy unit within engagement range and roll 1d6. On a 6, they take a mortal wound. *'''Stimulant Innovators''': Once per game, you can trigger this and make every unit with this obsession rolls 1d3 to add an extra drug that lasts for this turn only. *'''Test of Skill''': Gain +1 to wound when attacking {{W40kKeyword|Monster}} and {{W40kKeyword|Vehicle}} units in melee. The removal of the Wound limitation opens it up to a good deal more enemies for tying up, but the loss of shooting robs the Raiders. *'''Trophy Takers''': When an opponent takes a morale test for a unit that lost at least 1 model to a melee attack from a unit with this, they must roll 2d6 and discard the lowest. ======All-Consuming====== *'''Agile Hunters''': Models with this obsession add +1 to hit when attacking an enemy with {{W40Kkeyword|Fly}}. It also improves Hypex to add +3" rather than +2" to movement. Really, this is going to be worth more to Reavers and Hellions than anyone else. Plan on focusing on them? Then go ahead. *'''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). It also applies a 5+++ FNP that ''only'' works against mortal wounds. ====Haemonculus Coven Obsessions==== *'''Prophets of Flesh - Connoisseurs of Pain''': Urien's cronies. Wound rolls of 1, 2, & 3 always fail against these guys unless the weapon is S8+ (remember that most poison weapons have a low strength value). In addition, characters, grotesques, and monsters regenerate a single wound each in the command phase. *'''Dark Creed - Distillers of Fear''': Obligatory Leadership bomb. Enemies get -1 to their LD and -1 to combat attrition when within 6" of units with this ability. If that wasn't enough, you also get +1 to hit in melee against foes with a lower leadership than your dudes. **A vehicle with grisly trophies now applies -3Ld to close enemies. Combine with poisoned tongue for extra attrition negatives, and spam phantasm grenade launchers/incubi to have a truly terrifying list. For the poor troops witnessing their demise, at least. *'''Coven of Twelve - Butchers of Flesh''': These units can shoot while doing actions and all melee weapons get an additional -1AP. Doesn't apply to Artefacts. =====Custom===== *'''Dark Harvest''': After charging, select one non-{{W40Kkeyword|vehicle}} enemy unit within engagement range and roll a die; on a 5+ the targeted unit takes a mortal wound. *'''Enhanced Sensory Organs''': All attacks ignore light and heavy cover. *'''Experimental Creations''': All models with this obsession gain +1S. *'''Hungry for Flesh''': Models with this obsession can re-roll charges. *'''Master of Mutagens''': When resolving a melee attack with a poisoned weapon against a non-{{W40kKeyword|vehicle}} non-{{W40kKeyword|titanic}} unit, an unmodified hit roll of 6 automatically wounds. Does not apply to relics. *'''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 1d3 lost wounds. If the unit was a unit of wracks, you can restore 1d3 destroyed models to the unit. *'''Splinterblades''': Units with this obsession score an extra hit whenever they roll a 6 to hit in melee. ======All-Consuming====== *'''Artists of the Flesh''': -1 damage from all enemy weapons, to a minimum of 1. Sadly won't apply to any {{W40Kkeyword|vehicles}} you bring. **The January 2022 Dataslate has nerfed this one too, as now it won't work an anything Strength 8+. Heavy artillery like the Basilisk remain just as capable of pulping your wracks, though this will still help against most infantry gunlines. *'''Dark Technomancers''': When the unit shoots, you can choose to enhance any or all of their ranged weapons. Such weapons gain +1 to wound rolls and +1 to their damage characteristic (which is why it does nothing for phantasm grenade launchers, as they don't deal damage based on their characteristic), but cannot re-roll to hit. If an enhanced weapon rolls any unmodified 1s to hit, the model carrying it suffers a mortal wound (note that the bearer suffers 1 mortal wound even if it rolls multiple 1s). {{W40Kkeyword|vehicle}} and {{W40Kkeyword|monster}} units eat d3 MWs instead. Doesn't work on Liquifiers or Twin Liquifiers. **This was ''absurdly'' good; the new codex has taken the nerf bat to it, and moving to unmodified die results has rendered a lot of the covens' favourite guns pointless. Then the June 2021 FAQ kneecapped it even further by making it unable to affect liquifiers. Such a shame, because those were such good guns.
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