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Warhammer 40,000: Kill Team (HoR)/Tactics/Dark Eldar(7E)
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==Wargear== *'''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=== *'''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=== *'''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=== *'''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 Sliscus|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=== *'''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=== *'''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=== *'''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=== *'''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=== *'''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!
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