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===Melee Weapons=== *'''Agoniser:''' Wounds everything but vehicles on 4+, wounds Vehicles on a 6+ and has AP-2. Good stuff. Better for the Archon than a Huskblade against single wound models with T5. Only costs 4 points. Go HB if you plan on pretty much anything else. Pretty nice for your Hekatrices, though. *'''Archite Glaive:''' S+2, AP-3. Sounds like a dream right? Nope, you also take a -1 penalty to your Hit rolls and only have Damage 1 for your troubles. That said, your Succubus has a WS of 2+ anyway so don't worry about the penalty too much, and she can functionally ignore the penalty entirely if you give her ''Serpentin'' or from Turn 3 onwards with PFP. *'''Beastmaster's Scourge:''' Normal weapon with an additional point of Strength. Better than nothing. *'''Bladevanes:''' These come stock on your transports and Reavers, for a little extra melee clout. S 4, AP-1. *'''Chain-Flails:''' Rerolls To Wound and make 2 hit rolls for each attack allocated to this weapon. Nice if you want your Talos to do horde duty *'''Claws and Talons:''' Standard close combat weapon with no bonuses on Ur-Ghuls. They do make 2 bonus attacks on the charge, though. *'''Demi-Klaives:''' You can choose between either S+1 and AP-3 or AP-2 and two additional attacks. With the way Wounding works now, use the dual blade profile for the T8 or higher enemies. *'''Electrocorrosive Whip:''' An Agoniser but with damage 2. This, right here, turns Haemonculi from weak and helpless into fantastic character killers. Also should be your default choice for Acothysts if your meta includes a lot of Primaris Marines, Stealth Suits, Tyranid medium bugs or the like. *'''Flesh Gauntlet:''' Come stock on Grotesques but Haemonculi like them, too. S:User in the codex, Wound-rolls of 6+ also deal a mortal wound. No AP but you have your cleavers for that. Instead you use this against units with high Invul saves like Daemons and Crusaders. A Dark Creed Haemonculus with the relic pistol and Master Nemesine can use this to be a credible buster of characters, however. *'''Glimmersteel Blades:''' Mandrake CCWs with AP-1. A small but welcome change from previous editions. *'''Haemonculus Tools:''' The quintessential poisoned weapons from which all others here are offshoots. Wounds on 4+ (6+ if you target a '''VEHICLE'''). *'''Hekatarii Blade:''' Grant an additional attack. Makes your Wyches and Bloodbrides scary. *'''Hellglaive:''' S+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 (which they will). *'''Huskblade:''' Strength +1, AP-2 and D3 Damage, 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:''' AP-1, an additional attack AND it lets you reroll To Wound. Take as many on your Wyches as you can. *'''Ichor Injector:''' Only one attack can be made with this weapon. Strength User (so either 6 for the Talos or 3 for Urien) and rerolls To Wound. If you roll a 6+ To Wound, you deal D3 mortal wounds in addition to the normal damage, which can potentially kill 4 models in one strike but don't bet on that happening with only one attack. ** You can take this in addition to your other melee weapon in the codex and it gained AP-1 but it's still not worthwile *** If taken on a Master Nemesine haemonculus it deals the mortal wounds on a 5+, coupled with the wound rerolls around half of all attacks with this weapon will deal mortal wounds. *'''Impaler:''' AP-1 and Damage 2. For when your Wyches need to deal with two-wound enemies like Primaris Marines. *'''Klaive:''' Strength +1, AP-3. The basic tool for your Incubi. *'''Macro-Scalpel:''' AP-1 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. *'''Mindphase Gauntlet:''' Bog-standard weapon, except with Damage 2. Since damage doesn't spread between models, this is worthless against 1 Wound models and with Strength: User and no AP it won't help much against anything else, either. TL;DR: stinks on ice. *'''Monstrous Cleaver:''' Stock on Grotesques and damn good. AP-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 Maul now. S+2, AP-1. Nice, but kinda wasted on the Solarite. *'''Power Sword:''' S:User, AP-3 can opener. Shame about your awful Strength stats. Everyone who can take one can take an Agonizer instead, and for the same price. Do that. *'''Razorflails:''' Similar to Hydra Gauntlets, AP-1, +D3 attacks, re-rolls to hit for Wyches; use these if you want to chew through GEQs or deep strike a big 20 elf unit. Still kinda the booby prize among Wych weapons, but much better than previously. *'''Scissorhand:''' Haemonculus Tools with AP-1 and an additional attack. Decent on an Acothyst if you don't want to give them an Electrocorrosive Whip (for example, if you're Coven of Twelve), but your Haemies should stick with the whip. *'''Shaimeshi Blade:''' Haemonculus Tools adds 2 to Wound, on a 6+ it deals a mortal wound in addition to its normal damage (Note: with the +2 to wound this means a roll of 4+ turns into a Mortal Wound). Exclusive to Lhamaeans. Use this on a Poisoned Tongue Kabal and you will put a dent on ''anything'' *'''Shardnet and Impaler:''' Impaler statline, plus an extra attack. Also forces your opponent to roll-off with only a d3 when trying to fall-back. Need to hold someone's bubblewrap in place? Well, you just found the perfect option. Two damage also improves your odds against Stealth Suits, Primaris Marines and their ilk. *'''Spirit-Leech Tentacles:''' S:User, AP-1, 1 DMG that does D3 damage on a wound roll of 6+. Available to the Cronos. *'''Sslyth Battle-Blade:''' AP-1, just in case a Sslyth's melee didn't look intimidating enough already. *'''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. *'''Venom Blade:''' Haemonculus Tools that wound on 2+. Exclusive to the Covens, Archons, and Solarites. Pretty cheap. **Try this on a Poisoned Tongue Archon. 2+ to hit and 2+ to wound with re-rolls for both are nice. No AP, but they'll all hit and wound (due to the Archon's aura and Poisoned Tongue obsession)
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