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====Elites==== *'''Incubi:''' These guys are our exclusive edgy Aspect Warriors armed with giant cleavers. Incubi are excellent in melee, each dishing out 3 Attacks at S5, AP-3, D2. The Klaivex enjoys an improved statline (4 Attacks, 2 Wounds) over its fellows, and can swap its Klaive to a Demiklaive at no additional cost. There is literally no reason not to do this, as this weapon has 2 profiles - "Single Blade" is identical to a regular Klaive whilst "Dual Blades" trades away a point of Strength and AP for +2 Attacks, giving you some extra versatility against hordes. They also have the '''Tormentors''' ability, which gives you a chance to make a unit in base contact Always Fight Last if you beat its LD on 2d6, even if you've been charged. SWEET. Take 5 in a Venom and go hunting high value targets, a practical choice, or take two units of 5 in a Raider and go drown a unit in an unholy number of S5 AP-3 attacks. For maximum murder take a squad of 10 in a Raider with Drazhar - that +1 to wound aura lets this unit punch well above its weight. **Also, Executrix squads from Raging Heroes make excellent female Incubi. *'''Mandrakes:''' Pretty damn fine units. They can pop up more than 9" away from the opponent and shoot with Assault 2 S4 AP-1 attacks with a chance to do Mortal Wounds in addition to the damage on a 6+. ANY attacks targeting them take a -1 To Hit penalty and they have a 5++ as well as the PFP save to keep them alive, and if their Baleblasts don't quite do it, their 3 S4 AP-1 attacks per model should damn well make sure. Y'know, assuming they get the charge off. **9E gave them a bit of a buff by allowing them to vanish and redeploy using the same rules once per game, which might be helpful in screwing with the enemy's expectations. ***The flexibility of this redeploy should not be underestimated given the importance of secondary objective scoring in 9th. Mandrakes can pull of a backfield action Turn 1 only to redeploy Turn 3 in the opponent’s deployment zone and repeat the same action or score any of the various movement-based objectives that Drukhari excel at. **If you dislike the models or failcast resin, the Idoneth Deepkin '''Namarti Thralls''' from AoS are nice plastic alternatives. They also have ten models for $60 compared to five for $45, which is a nice little bonus. <!-- ---------------------------------------------------------------------Corsair Voidscarred-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''Corsair Voidscarred''' |- |''Infantry'' |''Anhrathe'' |- |colspan="2"|The second half of the Voidscarred gift, this half comprising of all the more unusual specialists the kill-team can bring in. Being essentially veteran Corsairs, they gain all the basic perks that come with being corsairs as well as all the risks. They still won't get Battle Focus and can't be used as a compulsory choice for Elites. Fortunately, this band can pick-and-choose between each model getting rifles or swords, allowing for your one bird-boy to make way more use from it. |- |colspan="2"| :'''Specialists''': The Voidscarred specialize by picking up different specialists, allowing them different perks for taking them along and keeping them alive. <tabs> <tab name="Shade Runner"> A corsair picking paired Hekatarii Blades (S:User AP-3) rather than getting a power sword, but when charging, they can deal a mortal wound on an engaged enemy on a 2+ or two mortals on a 6. Sadly, that loss to strength makes them suffer considerably as they make as many attacks as a Felarch but won't mean much on anything T4 or higher. </tab> <tab name="Soul Weaver"> Your defender, this specialist comes with Channeler Stones, which lets them negate the damage suffered from their first failed save. This isn't as helpful as it sounds, as it doesn't help much against Blasts or any rapid-fire weapons you'll face, and a canny enemy can easily cheese it out with something impractical like a pistol or a rifle before opening the full fury of that gunline on a defenseless pack of corsairs. </tab> <tab name="Way Seeker"> Your <s>resident</s> '''only''' psyker, the Way Seeker can pick one power from either the Runes of Fate or Fortune, though the buff powers will only work with other {{W40kKeyword|Anhrathe}} units, meaning either Corsairs or a second pack of Voidscarred, still this not our only way to get psychic buffs or more likley nerfs. Consider running Fateful Divergence on him if his unit is just gonna babysit a backline objective for a chance to grab a free CP every so often, rather than a buffing power. Also worth considering is that any casting has to originate from the Way Seeker's model, similar to how the Thousand Sons cast, meaning positioning is important. Also helpful (though RAW we have no clue if this is just from the Way Seeker or a native rule) is the Lodestar Helm, which negates all Perils - a far cry from the potential disasters Forge World's corsairs risked from Perils. </tab> </tabs> :'''Wargear Options''': Each Voidscarred comes with a Shuriken Pistol and Power Sword, with one model equipped as such being able to equip Faoulchú. While any models can replace both these weapons with Shuriken Rifles, the Felarch can also buy a Mistshield and replace their pistol with a Neuro Disruptor. One model per five can instead replace their sword with either a Corsair Blaster or Corsair Shredder, while one per ten can get either a Wraithcannon or Shuriken Cannon at ten models. One model per ten can also replace their Shuriken Rifle with a Ranger's Long Rifle and can replace their Power Sword with a Fusion Pistol at ten models. <tabs> <tab name="Corsair Blaster"> Assault 1 S8 AP-4 D1d6 is a pretty powerful gun to wreck tanks and monsters pretty handily. </tab> <tab name="Corsair Shredder"> Assault d6 S6 AP-1 D1 with Blast makes this a good weapon for mobs. If you plan on taking on GEQ or some MEQ, you can rely on this to blow things up without problems. </tab> <tab name="Faoulchú"> Only available to a voidscarred with a pistol and sword, this gives you a hawk that will negate cover for their shooting. Fortunately, the Voidscarred can pick which models can take rifles rather than replacing all of them, allowing this to see more use. </tab> <tab name="Fusion Pistol"> Fusion pistol lent by the Harlequins. As with any other melta pistol, this will serve as a convenient way to pop tanks while up close. That said, this has an interesting use because it only replaces your power sword, allowing you to perform some gunslinger play with both pistols - not that it'd be worth too much with how limited a shuriken pistol is. </tab> <tab name="Mistshield"> Provides your Felarch a 4++ save, which means a bit more for a close-ranged squad. Fortunately, the corsairs are plenty equipped to fight in melee with their power swords, and this can offer a measure of protection if you go with the rifles. </tab> <tab name="Neurodisruptor"> A weapon more familiar in the hands of the spooky space clowns, the pistol has a decent S6 AP-3, but any non-{{W40kKeyword|Vehicle}} units will suffer mortal wounds just from a successful hit. This makes the pistol a better implement if you're facing higher-toughness enemies like Orks or Plaguewalkers. </tab> <tab name="Ranger Long Rifle"> lent by the Craftworlders. Better suited if you're going shooty with your corsairs, as this lets you pick out single models to hit. The corsair perks work especially well for them, as that 6 to hit will always guarantee your mortal wound. </tab> <tab name="Shuriken Cannon"> A man-portable Shuriken Cannon Stolen from the craft world, which means it is Heavy for you unfortunately. While you can fire it on the move, you'll always be doing it at a loss and you won't have any way to fire after advancing. Thankfully, these cannons pack a decent punch and can still reasonably nail a marine or two without much of a hassle before factoring in the Shuriken bonus. </tab> <tab name="Shuriken Rifle"> While effectively a shuriken catapult, they come with two major differences. Their range is upgraded to a more welcome 24", but these guns are now Rapid Fire 1, meaning their firepower is cut in half unless they get right up and personal to fire at full power. While dual wielding sounds radical, it comes with the serious drawback of making them even more useless in combat. </tab> <tab name="Wraithcannon"> Your most devastating weapon, being Assault 1 S10 AP-4 D3+d3. Rolling a natural 6 to wound deals a mortal wound on top of everything else, making it an equally worthy weapon to break tanks alongside the Blaster, though this will require you to grab 10 models. </tab> </tabs> |}
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