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==Stratagems== <tabs> <tab name="Battle Tactics"> *'''Cruel Deception (1/2 CP)''': A friendly unit can fall back and either shoot or charge. The uses here are pretty plain to see, and don't discriminate on faction. Upped to 2 CP if you choose to both shoot AND charge. *'''The Great Enemy (1 CP)''': Re-roll failed hit and wound rolls in the fight phase for one of your units fighting a {{W40Kkeyword|Slaanesh}} unit. Copypasta'd from the Craftworlders, but still a pretty big help against Emperor's Children and Slaanesh Daemons. *'''Hunt From the Shadows (1 CP):''' Use if a unit in cover is targeted by a shooting attack, increase bonus to their armour saves by 1. Warriors, Scourges and Reavers in cover will go to 2+ saves. *'''Lightning-Fast Reactions (1CP)''': Use when a {{W40Kkeyword|Drukhari Infantry, Vehicle}}, or {{W40Kkeyword|Biker}} unit (except for {{W40Kkeyword|<Haemonculus Coven>}} units or Urien) is targeted by a ranged or melee weapon. For the rest of the phase, subtract 1 from hit rolls made against that unit for the phase. Same as their Craftworld cousins, but no less annoying for your opponent. *'''The Torturer’s Craft (1/2 CP)''': Used before Urien or a {{W40Kkeyword|<Haemonculus Coven>}} unit from your army fight. You can re-roll failed wound rolls for that unit. Costs 1 CP when used on a character or a unit of wracks with 10 or fewer models, otherwise it costs 2 CP. </tab> <tab name="Epic Deed"> *'''Pray They Don't Take You Alive (1 CP)''': If you slay the enemy Warlord in the Fight phase, ''the entirety of the enemy army'' takes a -1 to combat attrition checks for the rest of the game. Tricky to pull off, but a permanent debuff on every enemy unit makes it worth it. **All three Eldar factions have units that synergise extremely well with this and it can set up some great Leadership Bombs in Soup Lists. </tab> <tab name="Requisition"> *'''Alliance of Agony (1 CP)''': Used before the battle. If the Warlord is an Archon in a '''Realspace Raid''' Detachment, pick 1 generic Haemonculus and 1 generic Succubus. They both gain a Warlord Trait. It's like having three Warlords for the price of one, and the Raiding Force rules were already encouraging you to take detachments from multiple sub-factions. The Archon is the only one who counts for things like Slay The Warlord, though. *'''Prizes from the Dark City (1 CP)''': The generic "another character gets a relic" stratagem, which you'll absolutely be using alongside Alliance of Agony. Use once in a Patrol battle, twice in a Strike Force battle, and three times in an Onslaught battle. *'''Tolerated Ambition (1 CP)''': The generic "another character gets a WT" stratagem, for when you're not taking a Realspace Raid detachment. Use once in a Patrol battle, twice in a Strike Force battle, and three times in an Onslaught battle. </tab> <tab name="Strategic Ploy"> *'''Deadly Rivals (2 CP)''': Use during the command phase. Pick a unit of Reavers and a unit of a unit of Hellions who are within 12" and visible to each other. Both units add +1" to their movement and can re-roll to hit in melee. *'''Eviscerating Fly-By (1/2 CP)''': Used when a {{W40Kkeyword|<Wych Cult>}} unit with the {{W40Kkeyword|Fly}} keyword moves or advances. If you move over an enemy unit with this move, roll a D6 for each model in your unit, adding 1 to the result if the enemy unit you picked is Infantry. On a 5+, the enemy unit takes a Mortal Wound. Upped to 2 CP if the unit has over 5 models. ''Note that only one model has to move over the unit to trigger this.'' **Imagine this on a 20-elf squad of hellions flying over a character that thought it was safe surrounded by other units... *'''Murderous Descent (1 CP)''': When a transport is set up during the Reinforcements phase, any units inside that transport can immediately hop off so long as they also obey the restrictions of deep-striking. ''Venom/Raider Drop Pod!'' *'''Never Stationary (2 CP)''': One unit that isn't {{W40Kkeyword|Aircraft}} can move up to 7" right after shooting. This makes them unable to charge, making it more worthwhile to kabalite warriors. *'''Pain Syphon (1 CP):''' Whenever a unit kills an enemy unit while within 6" of a Cronos, that unit will automatically max out their perks from Power from Pain. Pretty damn wicked when it works. *'''Prey on the Weak (1 CP)''': Use whenever a {{W40Kkeyword|Drukhari Core}} unit shoots or fights. Until the end of the phase, whenever they target a unit that's below full-strength, they can re-roll hit rolls of 1. If the target is below half strength they can re-roll all misses instead. *'''Screaming Jets (1 CP)''': As Webway Portal, but with a {{W40Kkeyword|Drukhari Vehicle}} and doesn't cost extra for transports. Totally not a copy pasta of the Craftworld stratagem Cloud Strike. Honest. *'''Swift Outflanking (1 CP)''': One {{W40Kkeyword|Drukhari Transport}} that's within 9" of the table edge can hop right back into reserves. Do I smell "Shove Raiders up the enemy's Backside?" *'''Webway Portal (1/3 CP)''': One use only. When deploying, you can set up either 1 (for 1 CP) or 2 (for 3 CP) {{W40Kkeyword|Drukhari Infantry, Biker}}, or {{W40Kkeyword|Beast}} unit(s) in the Webway, which can deep strike at any time in the game following the usual rules for deep striking. ** The uses for this are all quite delicious, from a sudden reinforcement to dropping those Incubi to a location they absolutely need to be. </tab> <tab name="Wargear"> *'''Crucible of Malediction (1 CP)''': Use during one Psychic phase. Roll a d6 for each psyker within 12" of a haemonculus; on a 4+, the psyker eats d3 Mortal Wounds. It's pretty much your only defense against psykers, so pray it actually kills someone. *'''Enhanced Aethersails (1 CP)''': Use when a Raider or Ravager advances. Add a flat 8″ to their move instead of rolling for it. **When combined with the Kabal of the Black Heart, this stratagem can allow a raider to pull of a first turn charge, potentially preventing a unit from shooting and setting up a Wych unit for a second turn disembark. Attempt at your own risk. *'''Haywire Grenade (1 CP)''': Used when a {{W40Kkeyword|Drukhari Haywire Grenade}} unit is chosen to shoot an enemy vehicle within 6". Make a single hit roll, if it hits, it deals D3 mortal wounds. **Useful for finishing off a badly damaged vehicle or dropping it a damage tier. *'''Hyperstimm Backlash (2 CP)''': During the Command phase, choose a {{W40Kkeyword|<Wych Cult>}} unit with the Combat Drugs rule. Until your next Command phase, the benefit of Combat Drugs is doubled. This can't be used on a model with the Phial Boquet relic since it could be considered double-dipping. **The risk of pain is gone, so hurray! Let's see this get abused! **Do I smell a Stimm Addict Succubus with rolling for drugs using this? 4 doubled drugs! *'''Potent Metallotoxins (2 CP)''': Use during either the shooting or fight phase. Select one unit; whenever this unit uses a poisoned weapon, that weapon is no longer subject to the limitations that make these weapons ineffective against non-{{W40Kkeyword|Titanic Vehicle}} units. Congratulations, your Raider full of Trueborns might be able to pop a fucking Land Raider through the splinter rifles alone! **Don't forget the use in melee for things like the tryptych whip. ***Do forget about it, those super toxins only work for non-relic weapons. *'''Shock Prow (1 CP)''': Used when a {{W40Kkeyword|Drukhari Shock Prow}} unit makes a charge. Select an enemy in engagement range: If that unit is a {{W40Kkeyword|Vehicle}}, they suffer d3 mortal wounds on a 2+. If they aren't, roll a d6 for each model within engagement range with this unit; on a roll that exceeds the model's Toughness, the model takes a mortal wound. **Commoragh drift that sucker into those hordes! </tab> </tabs>
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