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==Armoury== <tabs> <tab name="Ranged Weapons"> *'''Blast Pistol:''' 6" S8 -4AP D6 damage. Since you can fire Pistols in melee, these might actually be worth taking on your Hekatrixes, Succubi and Archons. It's kind of like an Inferno Pistol without the melta effect but with better availability and just as hilarious when you vaporise your opponent's special snowflake character with a single shot. Also, unbelievably cheap. 5pts at current. *'''Blaster:''' Same profile of the pistol but Assault and with three times the range. The 18" S8 AP-4 combination will plow through most tanks and D6 damage for every wound will add up fast. It's a shame they don't have the same "roll 2d6 pick highest" rule as their Imperial cousins, but they're cheap, have better range than a meltagun, and and they're much more easily spammed in most lists. 24" if Obsidian Rose means that it's also generally difficult to charge the unit with the Blaster for all but the fastest of units. Generally will be your Workhorse as far as Special Weapon options go. *'''Dark Lance:''' The good shit. Similar to a Blaster but Heavy, with 36" and far more reliable D3+3 Damage. Remember that you don't compromise their accuracy when mounting them on paper boats, though infantry units that use them lose some though, so keep that in mind if taking one for a squad in a Raider. Like the more portable Blaster, this will be your workhorse Heavy Weapon for your vehicles and generally your default choice. Unless all you face are 2W marines, then the Disintegrator might be a better choice. *'''Dark Scythe:''' 3 Heavy Blaster shots with +6" of range and at flat Damage 2. Pretty useful for sniping characters or taking out heavy infantry, but overshadowed by the buff blasters got. Voidraven exclusive. *'''Plasma Grenade:''' Frag grenades with S4 and AP-1. Fun when softening infantry up before a charge, but little else. The AP means they will do more damage than a Splinter Weapon if something is close enough (unless against something with a higher toughness than 4). Remember to toss one out for Overwatch if your opponent is charging from 6" away. *'''Disintegrator Cannon:''' Now costing 5 pts per gun, which boosts a triple Dissie Ravager up to 145 pts. A frankly terrifying statline of Heavy 3, S5, AP -3, Damage 2, so it has lower base than the Dark Lance but with a high enough rate of fire that it's still decently effective against light vehicles while also scaring the living hell out of all kinds of infantry. The only downside is that you are usually trading away a Dark Lance to take one, so make absolutely sure that you have enough Anti-Vehicle weapons before taking one as nothing is more expensive than regret. A Dark Lance will score 1.55 Wounds against T7, 4+ vs 1.33 per Dissie so Dissies can still do work against Tanks from the sheer volume of fire. *'''Haywire Blaster:''' Haywire was once the most reliable anti-tank gun in the game, specifically on the Harlequin jetbikes, they're now in an... odd spot. The Codex has this one at Heavy d3, blast, S3 AP -3 and Dd3, dealing d3 Mortal Wounds on a 6+. Each hit auto-wounds a vehicle on a 4+. Gone are the days of raping your way through knights and their invuln saves, though now the actual wounds they deal will hit much harder, given their boost to AP. *'''Heat Lance:''' Almost the same stats as a Blaster except it's Heavy, which might make it seem like the inferior option at first. Then you notice its Damage value is an eye-watering '''D6+2'''. Dark Technomancer Talos Pain Engines and Reavers with Splintermind Combat Drugs will make good use of them. You can also take these on Scourges - don't worry about the -1 to Hit when moving too much. After all, Scourges are your easiest source of getting a bunch onto the field. You can also use a Black Heart Archon with the Writ of the Living Muse relic in an RSR detachment to let them re-roll 1s on both to Hit and to Wound, which will help shore the penalty up. That's enough to reliably kill a Rhino with one mobile squad. *'''Hexrifle:''' A good Sniper Rifle, with Heavy 1 S6 -2AP 2 damage. Can shoot at characters and has a tiny chance of inflicting a mortal wound in addition to normal damage. The fact that both the Acothyst and the Haemonculus want to get into melee sucks, though if you've got your squad of Wracks babysitting a point that aren't engaged in melee, it's not a terrible option for those cases where they're sitting and shooting into stuff a bit further out than the range of your Ossefactors. *'''Liquifier Gun:''' Assault D6 auto-hits with AP-2 at S4. Nice. Can shoot out of deep strike or reserves with the 12" range - and fun with Dark Technomancers. **'''Twin Liquifier Gun:''' Shockingly, this is the same as above but with 2D6 shots. *'''Ossefactor:''' One shot, Poisoned 2+, AP-3, D2. Will kill a single marine if lucky. *'''Phantasm Grenade Launcher:''' D3 shots with Blast, for each successful hit roll 2D6. If it beats the enemy unit's leadership, then they take a single MW. With a Dark Creed vehicle with grisly trophies you get a -3ld debuff aura, and then a couple of these can start to rack up over the game. *'''Pulse Disintegrator:''' Found only on the Tantalus. Assault 6 S8 AP-3 D2. A Dark Angels player's wet dream, this thing is essentially a beefed up disintegrator or an overcharged Plasma Cannon, but with a cooling system that actually works and the rate of fire of an Assault Cannon... Oh, and the Tantalus comes with two of them. Marine death. [[Awesome |You couldn't catch a bus back to 'overkill'.]] *'''Razorwing Missiles:''' The Jetfighter is equipped with all types of missiles by default, which is awesome. Even more awesome is the fact that they don't go away after being fired once. Rather, you choose one type of missiles in a shooting phase and use their profile. Also all of them got the Blast Weapon treatment! **'''Monoscythe Missile:''' Assault D6 Strength 6 and no AP value but Damage 2. Force 'em armour saves, the enemy will hurt when they fail them. Better than shatterfield against multi-wound models with lower toughness and lower saves (break even at T5, 4+, 2W, for example) **'''Necrotoxin Missile:''' '''3D3''' shots that wound non-{{W40Kkeyword|VEHICLE}}s on a 2+. You are looking at an average of 3 Wounds per missile against non-{{W40Kkeyword|VEHICLE}} units, 4 if you use the Flayed Skull Stratagem on non-{{W40Kkeyword|VEHICLE}} units with Fly. Solid choice. **'''Shatterfield Missile:''' Assault D6 S7, AP-2. Edges out the other Razorwing missiles against most vehicles, and all 1 wound models. Less true for the Voidraven. *'''Shredder:''' Coming in at Assault D6, S6 AP-1, shredders are cheap and chew through GEQs, hurt MEQs and can even threaten light Vehicles. The shredder's range is shorter than that of Splinter Rifles at 18", this means your unit is pretty vulnerable, because being too close to the enemy is usually a death sentence to Kabalite Warriors. Obsidian Rose's Obsession alleviates this somewhat, as does putting them on Scourges to hit-and-run with Fire and Fade. All told it is a good gun; a clear upgrade to a Splinter Rifle or Shardcarbine, but it competes with the Blaster for your Special Weapon slots. Further benefits from Blast, and is perfectly suited to take out Ork Boys. *'''Splinter Weaponry:''' All of the following weapons have a low Strength score (typically S2, Splinter Cannon has S3). Instead, they successfully wound on an unmodified 4+, except for {{W40Kkeyword|VEHICLE}}s and {{W40Kkeyword|TITANIC}} units. If you're desperate, you can still unleash a torrent of Poisoned shots at that Land Raider and hope something sticks, particularly if you've got 2 CP to spend on the Potent Metallotoxins Stratagem. Some Kabal Obsessions can also improve their mediocre baseline. **'''Splinter Pistol:''' Pistol with 1 shot and 12" range. Don't forget to use it in melee. **'''Splinter Rifle:''' Rapid Fire 1 with 24" range. Stock on Warriors and Trueborn. You know it. You love it. **'''Twin Splinter Rifle:''' Shockingly twice the above at Rapid Fire 2. **'''Splinter Pods:''' Assault 2 18" range so your Hellions can shoot something. **'''Shardcarbine:''' Assault 3 18" as a stock gun for Scourges and Sslyth. **'''Splinter Cannon:''' The big'un. 36" Heavy 3 AP-1 D2. Makes monsters weep and vehicles laugh, pick your targets carefully. *'''Spirit Syphon:''' D6 auto-hits with nice S5 AP-2, and a chance of doing extra damage. *'''Spirit Vortex:''' Exchanges the auto-hitting of the Spirit Syphon for 6 more inches of range and Blast. *'''Stinger Pistol:''' Buffed up Splinter Pistol wounding non-{{W40Kkeyword|VEHICLE}}s and non-{{W40Kkeyword|TITANIC}} units on an unmodified on a 2+. [[Awesome|It also only costs 5 points!]] *'''Stinger Pod:''' 2D6 S5 shots. Would be far better if the Talos had a better BS. Like the Shredder, it's useful in those situations where the Strength score on your gun matters (which is a lot actually). *'''Storm Vortex Projector:''' The big gun exclusive to the Reaper. Features two selectable modes: either 2D6 shots at S6 AP-1 Blast, or D6 Dark Lance shots. Remains accurate when fired on the move, enjoy! *'''Void Lance:''' Same stats as a Dark Lance but with improved S9. Voidraven exclusive. *'''Voidraven Missiles:''' You can equip the bomber with missiles for 15 points; they don't go away after using them once anymore. Simply choose one type per shooting phase and fire away. **'''Implosion Missile:''' Exclusive to Voidraven: D3 shots at S6 AP-3 D2 with Blast. **'''Shatterfield Missile:''' Same as the Razorwing's. Strong, but you better roll well with that D6. </tab> <tab name="Melee Weapons"> *'''Agoniser:''' 4+ Poisoned, wounds {{W40Kkeyword|VEHICLE}}s on a 6+ and has AP-3. Good stuff. Edges out the Power Sword against non-{{W40Kkeyword|VEHICLE}} models with T5 or greater. *'''Archite Glaive:''' S+2, AP-3. Sounds like a dream right? Now it really is, as the hit penalty got removed from the profile. Revel in bloody glee as your succubus rips through tough guys without a worry. *'''Bladevanes:''' These come stock on your vehicles and Reavers, for a little extra melee clout. S+1 AP-1. Surprisingly effective on Reavers if you left one or two enemies alive. *'''Chain-Flails:''' Grants 2 hit rolls for each attack allocated to this weapon. Nice if you want your Talos to do anti-horde duty. *'''Demi-Klaives:''' Must take on the Klaivex, as it's a straightforward upgrade to the standard Klaive. Allows choosing between either S+2 and AP-3, or S+1 AP-2 and two additional attacks. Both profiles feature delicious Damage 2. *'''Electrocorrosive Whip:''' An Agoniser tweaked to counter light infantry, with AP-2 but 2 hit rolls for each attack made with the weapon. *'''Flesh Gauntlet:''' Come stock on Grotesques. S+1 fists that deal a MW on a 6 to wound. No AP but you have your cleavers for that. Instead, you use this against units that hide behind Invul saves like Daemons and Crusaders. *'''Glimmersteel Blades:''' Mandrake CCWs with AP-1. A small but welcome change from previous editions. *'''Haemonculus Tools:''' The quintessential poisoned weapons for, shockingly, your Haemonculus. Poisoned on 2+. *'''Hekatarii Blade:''' Grants AP-1 and an additional attack. Makes your Wyches scary. *'''Hellglaive:''' S+1, AP-1 and Damage 2. Oh dear lord, send those Hellions at multi-wound models and watch the opponent devote all his shooting to killing them. *'''Huskblade:''' AP-2 and flat Damage 2, rejoice! Huskblades are good again! Makes your Archon great for murdering characters and swarms with all of the Multi-Wound damage they can do, especially with a Blast Pistol. The usual go-to for an Archon unless you're penny-pinching. *'''Hydra Gauntlets:''' S+2, AP-2, and an additional attack. Can put some hurt on MEQ. Hilariously, it has the potential to become S7 with the right combination of drugs and Obsession. Imagine a rank-and-file Wych punching holes in tanks and dinosaur-sized monsters. *'''Ichor Injector:''' Only one attack can be made with this weapon, but this attack immediately deals a MW on a hit, making it a welcome surprise of a killing blow. That said, you absolutely shouldn't be throwing your Haemonculus into melee like you would a succubus. *'''Klaive:''' Strength +2, AP-3, D2. The basic weapon for your Incubi, which makes them a strong anti-MEQ option. *'''Macro-Scalpel:''' Strength +1, AP-2 and Damage 2. Also, if you have 2, you make one additional attack with it. Cheap and effective. Come stock on the Talos and still a decent weapon. Experimental Creations Coven Obsession boosts them to respectable Strength 8. *'''Mindphase Gauntlet:''' AP-1 and Damage 2, can be wielded by an Acothyst. Poses a moderate threat against MEQ, but don't expect it to do wonders because of its low Strength. *'''Monstrous Cleaver:''' Stock on Grotesques and damn good. AP-2, Damage 2 and lets you make an additional attack with it. Use it to kill GEQs and MEQs in the droves. *'''Power Lance:''' Basically the same as a Power Axe now. S+2, AP-2. Nice, but kinda wasted on the Solarite. *'''Power Sword:''' S+1, AP-3 can opener. Somewhat improves your awful Strength stats. Everyone who can take one can take an Agoniser instead, and for the same price. Do that, unless you expect to run into light infantry. *'''Razorflails:''' The horde-sweeper option with AP-1 and 2 hit rolls per each attack made; use these if you want to chew through GEQs or deep strike a big 20 elf unit. Has some interesting interactions with certain Warlord Traits and Relics when taken by a Succubus. *'''Scissorhand:''' Poisoned 4+ with AP-2 and two additional attacks. Decent on an Acothyst if you don't want to give them an Electrocorrosive Whip. *'''Shardnet and Impaler:''' AP-2 and Damage 2, plus an extra attack and a bonus to the No Escape ability. Renders enemy MEQ units even less likely to walk away alive from the BDSM session with your Wyches, especially when combined with Grave Lotus drugs and/or Cult of the Cursed Blade for some additional Strength. *'''Spirit-Leech Tentacles:''' S:User, AP-1, unmodified wound roll of 6+ increases Damage to 2. Available to the Cronos. *'''Stunclaw:''' Like the Hellglaive, it is S+1, but only does one damage. However, 6+ to wound with this weapon does a mortal wound in addition to other damage. Keep your Hellglaive. *'''Talos Gauntlet''': S+2, AP-3 and D3. For when you need to smash T7β€ vehicles and monsters, as it outperforms macro-scalpels even when the -1 modifier to Hit and 1 less attack are taken into consideration. Costs +5 points, though. *'''Talos Ichor Injector''': Bigger and badder version of the one wielded by Haemonculi. Works exactly the same, but deals D3 mortal wounds instead of 1. *'''Venom Blade:''' Poisoned 2+ weapon at AP-1. Better than the Agoniser against light infantry and units which rely on invulnerable saves, although less likely to benefit from some Obsessions. *'''Wrack Blades:''' Come stock on Wracks, with a decent Poisoned 4+ AP-1 profile. This means that they can do some work in melee, as a unit of 5 Wracks should be able to cut down a single Marine now that AoC is gone. </tab> <tab name="Vehicle Wargear"> *'''Chain-Snares:''' Add +3 attacks for the model, which is more worth it on Venoms than Raiders since the latter loses attacks as it goes down the wound track and is slower. *'''Dire Scythe Blade:''' Because your warlord just has to have the biggest blades on their floating death catamaran. Unique to the Tantalus and similar in form to the Prow Blade, but isn't limited to just one attack and hits at S7 AP-2 D2. Useful to finish off anything that you didn't quite manage to completely annihilate with the Pulse Disintegrators. *'''Grisly Trophies:''' Adds a 3" aura that deals -2 to enemy Leadership. Combine with Incubi to shatter unit morale. *'''Prow Blade:''' The Reaper's scythe, grants one additional melee attack at S6 AP-2 D2. Make sure to paint some blood on it. *'''Shock Prow:''' Adds the {{W40Kkeyword|Shock Prow}} keyword to a vehicle equipped with one, for use with the relevant Stratagem. Steersman, ramming speed! *'''Splinter Racks:''' Raiders only. Any models embarked on this Raider with Rapid Fire weapons now count all targets as being within half the weapons' range. Kabalites will love 'em. *'''Tantalus Aethersails:''' Tantalus exclusive. Instead of rolling a die, Tantalus simply adds 12" to its movement value when it Advances. [[Awesome|A movement value of 16"]], by the way. </tab> <tab name="Relics"> *'''Animus Vitae''': One use only. 6" grenade that deals d3 mortal wounds if it hits. If it kills a model, anyone within 6" of the bearer counts their Power from Pain bonus as 1 round higher for the remainder of the turn, which stacks with similar effects (e.g. Kabal of the Black Heart's Obsession). **Don't force yourself to get into a situation to take advantage of that second effect. You have d3 mortal wounds in any one shooting phase, and if you get a bonus in the following fight phase that's just icing on the cake. *'''Dancer's Edge''': Master Succubus only. Improved Archite Glaive crafted by [[Mandrakes]]. AP-4 D2 is nice, and so is ignoring invulnerable saves on unmodified wound rolls of 6. When combined with Cult of the Cursed Blade and Grave Lotus, it becomes S7. Have fun. *'''Djin Blade''': Replaces a Huskblade, making it Archon only. Gains an extra AP and damage, and you can make 2 extra attacks with this weapon. However, after combat roll a D6, on a 1 suffer a mortal wound. **Mortal wounds can't burn out your Shadowfield, because you don't get to use it in the first place... ** Great on a beatstick Archon, shame about it occasionally eating their souls. ** Give it to an Archon with Soul Thirst to heal that mortal wound. *'''Helm of Spite''': Auto-include for next time you're fighting Thousand Sons or the like. Allows you to attempt to deny like a psyker. If successful, the enemy psyker suffers Perils of the Warp automatically. Nice. *'''Nightmare Doll''': Haemonculus only. Improves FnP to 4+++. Good shit if your meta is full of snipers or if for some reason you keep hurling your Haemy into melee even though I keep telling you not to. *'''Parasite's Kiss''': Replaces a splinter pistol; is an upgraded stinger pistol - +2 to wound rolls against non-{{W40Kkeyword|vehicle}}s (i.e. 2+ usually, 4+ against just {{W40Kkeyword|titanic}}). +1ROF, -2AP, +1D, and when it kills an enemy model, the bearer gains a wound back. *'''Poisoner's Ampule''': Master Haemonculus only. Once-per-battle 9" attack which deals D3 MWs on a 2+ to one enemy unit within range, as well as shuts down any Aura abilities cast by ''and'' upon that unit until the start of your next turn. *'''Soulhelm''': Master Archon only. -1 to enemy hit rolls and FnP on a 5+. Stacks nicely with the built-in Shadowfield for much improved survivability. *'''Triptych Whip''': Succubus only. An improved Agoniser with Poisoned 2+, D2 and +3 attacks. Combos well with Adrenalight drugs and a couple of WTs, such as Precision Blows. </tab> </tabs>
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