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==Subfactions== ==={{W40Kkeyword|[[Kabal of the Black Heart]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Vect's very own, and the top dogs in the city of Commorragh. You can also find them as the box art of any Kabalite units.<br> On the tabletop, they are taken for Agents of Vect, their obsession affecting blades for hire, and the relic + warlord trait in that order.<br> <div class="mw-collapsible-content"> '''Special Rules''' *'''Obsession - Thirst for Power:''' +1 to the turn on the Power from Pain table, which also applies to any {{W40Kkeyword|Blades for Hire}} if you run a Realspace Raid formation. Your units also gain +1 to Leadership and can re-roll one failed hit roll every time they shoot or fight. **Not much going for actual kabalite warriors besides a 5++ a turn earlier. Use MSU to get more re-rolls. **The second and third Power From Pain buffs affect melee, and Kabals are a primarily ranged force...yet your army does have melee elements. Melee that travels on transports that carry {{W40kKeyword|druhkari infantry}} rather than "KABAL". load your Incubi, Wyches or Wracks in Black Heart transports and rush them at anything in range: using '''Enhanced Aethersails''', a Raider can move 14" + 8" = 22", starting the charge just 2" shy off the enemy deployment zone. *'''Warlord Trait - Labyrinthine Cunning''': While your warlord is on the field, roll a d6 each time you or your opponent spends a command point to use a stratagem. On a 6, you gain one command point. It may not be original, but that's never stopped it from being useful. Pair it with Agents of Vect to win on the stratagem game. *'''Relic - Writ of the Living Muse''': Archon only. Allows friendly {{W40Kkeyword|Kabal of the Black Heart core}} units within 6" to reroll 1s to wound, affecting {{W40Kkeyword|Blades for Hire}} too in a Realspace Raid detachment. Rare for an Archon to be a team player, but getting twice the auras is twice the buffing value. Such an Archon can usurp a Succubus' place and give re-rolls of 1 to wound to the wyches himself. And Incubi that reroll 1s to hit and wound (and they can do both on a 2+ often times) can be outright scary, worth giving up the Djinn Blade for. *'''Stratagems - Agents of Vect (0 CP)''': Once per game, whenever the enemy uses a stratagem that isn't Command Re-Roll, you can trigger this. Any time the enemy wants to use this stratagem again, they need to spend an additional CP. It's a far cry from the straight-up middle finger last edition gave you, but it can prove just as inconvenient if your enemy is trigger-happy with their stratagems. '''Tactics:'''<br> The thing I said about transports, and the other bit about the archon being a captain & lieutenant all in one. </div></div> ==={{W40Kkeyword|[[Kabal of the Poisoned Tongue]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Lady Malys' personal Kabal, and some of the biggest shitbird bastards Commoragh has ever seen.<br> On the tabletop, they give a boost to poisoned weapons in general, which you've got no shortage of and a few obnoxious tricks that mess with leadership and positioning.<br> <div class="mw-collapsible-content"> '''Special Rules''' *'''Obsession - The Serpent's Kiss:''' Attacks with poisoned weapons increase the Poisoned Weapon trait by 1, up to a maximum of 2+. Additionally, units that have lost a model from an attack made by a poisoned weapon equipped by a model with this Obsession will take -1 to their Combat Attrition tests. *'''Warlord Trait - Towering Arrogance''': The warlord gains a 5+ FNP. They also gain a 6" aura that lets friendly {{W40Kkeyword|Kabal of the Poisoned Tongue}} units to roll combat attrition checks without penalty **The 5+ FNP isn't bad on its own, and can definitely help when your archon's shadowfield inevitably fails on you. *'''Relics - Soul-Seeker ''': Archon only, upgrades a splinter pistol with 2+ poison, +6" range, +1 shot, -1AP, changes D from 1 to 1d3. This baby also ignores cover and can snipe enemy characters. Still a pistol, though. Very useful for character hunting, which isn't out of place for an Archon. '''Stratagems''' *'''Insidious Misdirection (2 CP):''' Use before the first battle round. Allows you to redeploy 3 {{W40Kkeyword|Kabal of the Poisoned Tongue}} units. If your mission has strategic reserves, they can also be placed into it for no extra cost. **Just amazing, savor the look on your opponent's face when you redeploy your ravagers far away from any units that threaten them. ''Tactics''' </div></div> ==={{W40Kkeyword|[[Kabal of the Flayed Skull]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ''In the tall aeries of the Dark City, death comes from above''<br> Flayed Skull are the air force of the Drukhari, obsessed with aircraft to the point their archons get offended when they even see other races flyers. Interestingly, they gained most of their popularity from the citadel painting suppliment 'Raiders of Commoragh', where the archon, Malidrach Vrasque, was shown to be a cool conversion which almost every drukhari player follows given how shit the current archon model is, easily improved by slapping a jetbike helm instead of the head. They also have one of the coolest colour schemes in all of 40K. Red armour with elite units like Incubi having pristine white with red helms. Fuck yeah.<br> On the tabletop, the Flayed Skull are the epitome of mechanized warfare, fielding mobile transports that deal inescapable death to those below. Apex raptors, they'll fire merciless broadsides on anything that dares leaving the ground.<br> If you want to raid entire planets '''without touching the ground''' then take off with the Flayed Skull and terrorize the shadowed skies <div class="mw-collapsible-content"> ====Special Rules==== *'''Obsession - Slay from the Skies:''' +2" movement to all Vehicles. Models with this obsession that can {{w40Kkeyword|Fly}}, or that embarked on a transport that can fly, ignore enemy cover. Powerful but expensive mechanized list, as everything must ride a transport lest it finds itself without any benefit. **If you want to use this kabal you SHOULD very much ''use Ravagers'': If you don't use Ravagers, then you're better off combining Mobile Raiders with Torturous Efficiency. If you aren't using transports, then you aren't considering Flayed Skull in the first place: Famed Savagery & Obsidian Veil are very much alternatives to Consummate Weaponmaster & Soulhelm. *'''Warlord Trait - Famed Savagery''': Get +1A and +1S to the Archon, who will totally be a Master Archon fighting twice with the Djinn Blade. *'''Relics - Obsidian Veil''': 4++ for when the Archon's 2++ fails. It does mean giving up the Djinn Blade, but you could combine it with his trait and use a Husk blade, which is still good in the hands of a Famed Savagery archon. '''Stratagem - Masters of the Shadowed Sky (1 CP)''': Gives a {{W40Kkeyword|Kabal of the Flayed Skull}} unit +1 to hit when shooting at a unit with {{W40Kkeyword|Fly}}, upping to a +2 when shooting a unit with {{W40Kkeyword|Aircraft}}. Perfect for negating the hard to hit rule on most aircraft, and since the Flayed Skull specializes in flyers themselves it'll help their Razorwings dominate even further. Also gives you a hilariously Drukhari way of shooting out Jump Pack equipped characters as well. ====Tactics==== Not unlike the Black Kabal, +2" movement for vehicles can also benefit your non-Kabal units if they're being transported in a Flayed Skull transport, though not as easily: Without the advance & charge benefit of turn 2 PfP you'll need a character with the '''Animus Vitae''' relic and use '''Never stationary (2CP)''' on a transport carrying that character. Move 16-18", shoot with the transport, then move another 7". That's a 23-25" move that is enough to get the 6" animus vitae grenade into range. That transport won't be able to charge, but the rest of your +2"M transports will be able to advance and charge. *For Venoms that's (16+2)" movement + 3.5" average advance + 7" average charge = 28.5" average threat range turn 1. That's 4.5" inside the enemy's deployment zone. It would be 2" less for a Raider, however... *...For one Raider using '''Enhanced Aethersails (1CP)''' that's (14+2)" + 8" + 7" = ''31" guaranteed'' threat range, or full 7 inches inside the enemy's deployment zone. </div></div> ==={{W40Kkeyword|[[Kabal of the Obsidian Rose]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> The finest gunsmiths and arms dealers in the Dark City, the Kabal of the Obsidian Rose specialize in creating the best guns available to the Drukhari. Their Flawless Workmanship Obsession provides an extra 6" range for all Assault, Rapid Fire, and Heavy weapons used by members of this Kabal, including their transports and support vehicles. (Notably, the extra 6" range does not work on Blast pistols, but does work on Blasters and Shredders.) The extended range of their weapons lends itself fairly well to a classic gunline tactic, which seeks to punish the enemy at range rather than get close. <div class="mw-collapsible-content"> '''Special Rules''' *'''Obsession - Flawless Workmanship:''' +6 to the range of all assault, rapid fire, and heavy weapons. Does not apply to relics. **24" Blasters and 42" Dark Lances? Put a unit of 10 Warriors with 2 Blasters inside a Dark Lance Raider to obtain a Ravager Lite with some anti-infantry firepower to boot. **Remember that this will also increase the Rapid Fire range of your splinter rifles (15"); while this may not seem big on paper, remember that every inch you can put between you and your opponent is potentially -1 to the likelihood of them making that charge. **Also note that this buffs the range of your Shredders, making them the same range as unbuffed blasters, making them a fair bit more viable. *'''Warlord Trait - Deathly Perfectionist''': The Warlord's weapons gain +1S. Does not affect relics. Really only worthwhile when fighting other flimsy guys, but this does make the blast pistol extra cruel and the power sword more worthwhile. *'''Relic - The Armour of Misery''': Archon only. Grants a 3+ armour save, and enemies have a -1 to hit in the fight phase. Gives your Archon a good amount of protection after his Shadowfield has burnt out (which we know will definitely happen at the worst possible time - aka the 1st time). *'''Stratagem - Failure is Not an Option (1 CP)''': Use when a {{W40Kkeyword|Kabal of the Obsidian Rose}} unit fails a combat attrition test. Any models that flee can still make a swing or shot before they run for the hills. If this causes even a single enemy model to be slain, none of your models flee. Maximum sized units can turn what might have otherwise been a devastating loss in the morale phase into an unexpected ''gain'' thanks to this, taking an extra chunk out of your opponent's army without actually losing anybody. (Keep in mind that from turn four onward, any unit with the Power From Pain rule becomes Emboldened by Bloodshed, making them automatically pass their Morale tests, rendering this Stratagem worthless.) '''Tactics''' </div></div> ==={{W40Kkeyword|[[Cult of the Cursed Blade]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Your goth gym rat wyches who like to backstab, moreso than their typical kin. They may not have the flash and finesse of some of the other cults but they know that a blade through the spine can kill someone just fine. Do you need mortal wounds? In an army with a lack of psykers to smite, that answer very well could be yes. With succeded saves on your units dealing a mortal wound whenever you get a 6, a relic and warlord trait that also crap out mortal wounds, you sure won't be hurting for them by any means. <div class="mw-collapsible-content"> ====Special Rules==== *'''Obsession - Only the Strong Will Survive''': All models get +1S. In addition, whenever they roll a 6 on their saves in melee, the enemy who hit them suffers 1 MW. *'''Warlord Trait - Treacherous Deceiver''': Each unmodified save roll of 4+ made by the Warlord in the fight phase causes the attacker to take a mortal wound. Essentially a buffed obsession. **Suicide Succubi anyone? *'''Relic - Traitor's Embrace''': Succubus only. If the bearer is slain in the Fight phase, the unit that killed it takes 3+d3 mortal wounds on a 2+. *'''Stratagems - Venomous Shardbombs (1 CP):''' When an enemy charges a unit of {{W40Kkeyword|Cult of the cursed Blade Wyches}}, You can make overwatch before the charge is rolled, chucking up to 5 plasma grenades with 2+ poison so you can shove middle fingers at the fools. ====Tactics==== </div></div> ==={{W40Kkeyword|[[Cult of Strife]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> The Cult of Strife is to Wyches what the Kabal of the Black Heart is to Kabals: poster boys, good all rounders, and led by a named character that you can field. Lelith Hesperax got a rules rework this edition and is Drukhari exclusive despite having run off with Yvraine in the fluff. These guys run well as minimum strength units with a shardnet and impaler that can jet around in venoms and tie up valuable units or use their extra attacks to clear chaff. Their strategem of fighting a second time can be absolutely silly on large blobs but still relies on getting that blob into combat intact. Blood dancer becomes very good after battle round 3 when you're generating multiple hits on a 5+. Slap that on a succubus with the Triptych Whip and watch your model with 4 base attacks do 8 wounds or watch Lelith Hesperax chew through a smash captain then attack again and skewer a lieutenant. Did I also mention they got their own supplement? <div class="mw-collapsible-content"> ====Special Rules==== *'''Obsession - The Spectacle of Murder''': Always fight first and adds +1 to charge rolls if they target an enemy unit that isn't already engaged with another unit. **Strictly worse than Red Grief for successfully charging. **A considerable downgrade from last edition, but this does drive home how important using the nets will be. *'''Warlord Traits''' **'''Blood Dancer''': When rolling a nat 6 to hit in the fight phase, that attack counts as 3 hits instead of 1, which is equivalent to +2 WS with full stacking with other rules. Lelith Hesperax has this, and boy, does she benefit from it. **'''Competitive Edge''': Each time this warlord fights, if all of its attacks target one enemy unit, after resolving all of those attacks, it can make a number of additional attacks against that enemy equal to the number of attacks that did not reach the inflict damage step. **'''Unparalleled Agility''': Attackers suffer -1 to hit and wound against this Warlord. **'''Master Executioner''': The warlord can re-roll all wound rolls. *'''Relics''' **'''Phial Bouquet''': Gain the effect of a random drug every round, in addition to the currently selected drug. If the randomly chosen drug is the same as the one the bearer is already under the effects of, the bonuses stack. **'''Morvaine's Agoniser''': Replaces an Agoniser. SU AP-3 D1, Poisoned 4+. After all attacks have been resolved, select one enemy unit that was hit by an attack made with this weapon. Until the start of your next turn, that enemy cannot fall back. Cannot affect vehicles or monsters. Ties into the obsession pretty nicely, though pretty much just a big shardnet. **'''Garland of Spite''': Provides two benefits. At the start of the fight phase, select one enemy non-{{W40Kkeyword|monster}} non-{{W40Kkeyword|vehicle}} model within engagement range. Until the end of that phase, halve that model's attacks characteristic. In addition, each time a melee attack is made by the bearer, that attack automatically hits the target. **'''Glaive Exquisite''': Replaces an archite glaive. S+2 AP-5 D2, +1 to wound against enemies with Ld8 or more. Take a mortal wound if used against any other unit. Weak, almost useless against guard. Strongest against high leadership armies like marines or custodes. Fun fact, a surprising number of tanks have leadership 8. **'''Dark Lotus Toxin''': +1 strength and damage to all melee weapons the bearer is equipped with, simple but efficient. *'''Stratagems''' **'''No Method of Death Beyond Our Grasp (2 CP)''': Once per turn, at the end of the shooting or fighting phase, a {{W40Kkeyword|Cult of Strife}} unit can fight or shoot again. Not nearly the nonstop rollercoster of murders, but you can use it to guarantee that a unit actually dies. **'''Art of the Kill (2/3 CP)''': (Battle Tactic) Use in the fight phase. Until the end of the phase, the unit can re-roll wound rolls. Costs 3CP if there are 11 or more models in the unit **'''Dance of Death (1 CP)''': (Battle Tactic) Use in the movement or charge phase to move over enemies units as if they weren't there. Parkour ninja elves. **'''Invigorated by Evisceration (1 CP)''': (Battle Tactic) Use after an infantry or bike unit destroys an enemy unit in melee. Models in that unit gain a 4++ until the beginning of your next turn. **'''The Blade Well Placed (2 CP)''': (Battle Tactic) Use in the fight phase when a unit is chosen to fight. All models in the unit improve the AP of their weapons by 1. **'''Deadly Exemplar (1 CP)''': (Epic Deed) Use after your succubus kills a monster or character. Until the end of the battle, all Cult of Strife units can re-roll 1s to wound as if they were in the succubus's aura. Literally no reason not to use this if you manage to get it off (unless you're out of CP I guess). **'''Flawless Approach (1 CP)''': (Strategic Ploy) Use in the charge phase, select one infantry unit. Opponents cannot overwatch, set to defend, or hold steady against them. **'''Pick Them Apart (2 CP)''': (Strategic Ploy) Use in the movement phase when a Cult of Strife unit falls back. They can still shoot and/or charge. **'''Hekatrix of the Crucibael (1 CP)''': (Requisition) Upgrades one of your Hekatrices (aka Wych cult sergeant) to have one of the following relics: Dark Lotus Toxin, Garland of Spite, or Morvaine's Agoniser. *'''Special Characters''' **'''Lelith Hesperax:''' The Queen of the Arena. Instead of doing drugs, she simply chooses between either being able to charge despite charging/falling back or being able to fight again after killing someone. Quicksilver Dodge grants a 4+ invuln that works outside of melee with a bonus -1 to being hit, and she still has bucketloads of attacks that will basically never miss. Natural Escape grants her the bonus of a free shardnet. Even things with Storm Shields might not be able to count on their invulnerable saves protecting them from all of her attacks. ***And does she ever have attacks,coming in with 7, her blades granting +1S AP-3 D1 while proccing extra hits on 6s. Clearly more suited to hunting footsloggers, her main objective is to bury enemies beneath attacks, with (a substantially low but still theoretically) possible 14/28 attacks if you opt to use her ability to fight twice in a phase. This goes of course double for {{W40Kkeyword|Characters}}, what with her innate re-rolls of both failed hits and wounds against them, meaning she does an approximate average of 3/6 wounds to a space marine captain per fight phase. Making her your warlord (which you should 100% do, or at least pay to give her one) and those 6s will do an additional 3 hits too. ====Tactics==== </div></div> ==={{W40Kkeyword|[[Cult of the Red Grief]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Fast, fast, extra fast. These guys are the speed demons of the arena, only touching the ground when there's a kill to be had, sometimes not even bothering to stop.<br> Red Grief is a Reavers best friend. It turns them from fast and dangerous to ludicrously fast and dangerous. A 38" charge threat on flying models can get them from your deployment zone to an enemy's back line potentially doing eviscerating flyby damage on the way. The Blood Glaive and Hyper-Swift reflexes are both good on Succubi and let her put out some absurd damage for her points cost. Don't forget this applies to your transports too, giving your venoms and raiders turn 1 charges as well. Alas, Red Grief does little to augment the survivability or damage output of Wyches and most improves the overcosted Reavers, so they mostly appear in non-competitive lists.<br> <div class="mw-collapsible-content"> '''Special Rules''' *'''Obsession - The Speed of the Kill''': Re-rolls on the charge and add +2 on advance rolls. **At first, the re-roll on the charge seems to only matter if you are trying to launch a first turn charge, since PFP will give this naturally on turn 2. However, it also allows your vehicles to join the fun. You can reliably charge with EVERYTHING in a Red Grief raiding party turn 1. **The Deep Strike rules have killed off Alpha Strike lists in favour of Gunline lists, so this is one of the only competitive choices. *'''Warlord Trait - Hyper-Swift Reflexes''': Any rolls to hit on a 1-3 will absolutely never hit. Ever. Just the thing to piss off any hero-killers. *'''Relic - Blood Glaive''': An Archite Glaive with D3. Not much else to say but ''take it and engage blender mode!'' *'''Stratagem - Athletic Aerialist (1 CP)''': When consolidating after combat, you can move a {{W40Kkeyword|Cult of the Red Grief}} unit 6" towards the nearest transport, allowing them to embark on it as if it was the Movement phase - even if they already disembarked from that transport on the same turn. '''Tactics''' </div></div> ==={{W40Kkeyword|[[Prophets of Flesh]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> The coven poster boys they are led by notable sick fuck Urien Rakarth, inheritor and exemplar of the fine Aeldari traditions that gave birth to Slaanesh. When it comes to making flesh monsters these guys are simply the best there is. Closely allied with Vect and masters of the cloning technology that keeps Commorragh running the Prophets of Flesh are the most influential and powerful coven.<br> Pre custom obsessions from 8th edition, if you saw coven units on the tabletop it was these guys. 4++ on everyone? Incredible. Diabolical Soothsayer to make Alliance of agony better than free? Incredible. Vexator Mask for no overwatch and being able to slap always fights last on something? Incredible. Urien Rakarth, unkillable and bumping your already great monsters even more? Incredible. Black Cornucopians to bring back a depleted unit of wracks or teleport one to an opposite table edge? Incredible (if a bit situational). A big downside is it sets up a rather predictable strategy of cluster your heavy hitters around a haemonculus or two and run it at the enemy. Not a bad strategy and fits well with a lot of Drukhari armies, but a bit slow and inflexible. The custom obsessions let coven units fill some different roles but Prophets of Flesh will still give you a tough core with a few neat tricks, even after being reworked these guys are still plenty fine.<br> <div class="mw-collapsible-content"> '''Special Rules''' *'''Obsession - Connoisseurs of Pain''': Your units will ignore any attacks that roll a 1-3 to wound unless they're at S8. In addition, all {{W40Kkeyword|Characters, Monsters}} and {{W40Kkeyword|Grotesques}} can heal a wound each turn. Not as powerful as the old obsession but it still bolsters their staying power. *'''Warlord Trait - Diabolical Soothsayer''': <s>Whenever</s>The first time this model is set up, you can choose to adding +1 to either Toughness and Wounds or Movement and Attacks for the game, letting you change just how he can serve his army. Urien Rakarth has this. *'''Relics - Vexator Mask''': No overwatch against the bearer. At the start of the Fight phase, choose a unit within 3"; that unit fights last. Definitely nice if you don't want your 20 man of wracks to be eaten by a squad armed with flamers. *'''Stratagems - Sins Writ Large (1/2 CP)''': Use at the start of the fight phase. Select one {{W40Kkeyword|Prophets of Flesh Infantry}} unit within 6" of their haemonculus. Until the end of the phase, this unit can re-roll all hits. This is upped to 2CP if you picked a Grotesque pack. A solid boost to a unit's kill potential. '''Special Characters''' *'''Urien Rakarth:''' Dead hard, and awesome in all the ways a Haemy is awesome. T5 (Possibly T6 depending on how you use your WT), and halves damage; this dude will take a lot of firepower to bring down. However, being equipped with only a meh Ichor Injector and some bog-standard Haemonculus Tools (on top of a single-use Casket of Flensing for a weak flamer), he is none too scary in melee. He can inflict mortal wounds on enemies in front of him on a 6+, though, which can act as a deterrent against enemy charges. ** He now buffs {{W40Kkeyword|Prophets of Flesh Core}} units' Strength and Leadership too. Wracks won't notice much, but your Grotesques and Pain Engines will. See your opponents' faces as your menagerie drills a hole through their army. **Did I also mention, that even as tough as this bastard is to put down, he can also resurrect once per battle on a roll of 2+ with d3 wounds remaining? '''Tactics''' </div></div> ==={{W40Kkeyword|[[Dark Creed]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> This coven likes to court its pain and bring you the wagyu of suffering rather than the McDonalds buffet that the Prophets of Flesh provide. They massage their prey's fear, let it graze wild, and harvest it at its most nourishing.<br> These guys are fun and fluffy but don't quite make the competitive cut. As part of an Aeldari list they can set up great leadership bombs. The relic can help turn your haemonculi into a mortal wound dealing monster. Unfortunately they suffer from a lack of synergy and the unreliability of morale bombs. You don't have shooty enough units for the stratagem to be worth it (it's funny on a Tantalus or a Reaper, but so are most things) and the units most likely to fail from a morale bomb will either be valuable enough to auto-pass or cheap enough that they were supposed to die anyways. Save the elaborate maneuvers for your wyches, let your coven just slap things around.<br> <div class="mw-collapsible-content"> '''Special Rules''' *'''Obsession - Distillers of Fear''': Models in this army gain a 6" aura that deals -1 Ld to enemies and -1 to combat attrition checks. In addition, anytime your units attack an enemy unit that has a Ld score lower than their own, you add +1 to hit. *'''Warlord Trait - Fear Incarnate''': At the end of the Movement phase, roll 3d6 for each unit within 9" of the Warlord. If the result is higher than that unit's highest LD, that unit can no longer perform actions and loses ObSec. Not quite as useful as before, but it will be painful when objectives become the bigger deal. *'''Relics - Spirit Sting''': A 3 shot stinger pistol, AP-3 that negates all invulns. It's a literal tube of FUCK YOU towards things like storm shields. *'''Stratagem - An Esoteric Kill, Delivered From Afar (2/3 CP)''': Allows a {{W40Kkeyword|Dark Creed Core/Character}} unit to shoot at enemy character even if they are not the closest. Coven units are not exactly known for their shooting, but this stratagem can allow a Talos with Heat Lances to snipe a character. Try not to miss. Has good synergy with the Dark Creed relic pistol, 3 shots hitting on 2s, wounding on 2s, ignoring almost any save is pretty menacing and gets really dangerous to even tough characters as the game goes on and they start losing wounds. Ironic, given the "From Afar" part of the stratagem's name if used on a 12" pistol. Increased to 3CP if used on a Talos. '''Tactics''' </div></div> ==={{W40Kkeyword|[[Coven of Twelve]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> These fine gentleman pride themselves on being the best of the best. Constantly circle jerking/attempting to murder each other, the twelve (eleven, since Urien never actually shows up) are in an endless game of one upmanship to make the fanciest toys out of their living captives.<br> The extra ap from their obsession doesn't hurt, but it doesn't help enough to take these guys typically. Sure you can shoot into combat and maybe kill some of your own guys which is fun and may be how you want to play a game, but very situational. The warlord trait is less good than just taking the -1 damage custom obsession and the relic is mostly useful against characters in melee, which isn't usually where you want your haemonculus to be. <br> <div class="mw-collapsible-content"> '''Special Rules''' *'''Obsession - Butchers of Flesh:''' All melee weapons improve their AP by 1 (0 ap becomes -1), which does not apply to relics. Helps compensate for the generally poor ap of coven melee weapons and turns agonisers into poisoned power swords. They can also shoot despite doing some other objective like capping objectives, which is less useful in most cases. *'''Warlord Trait - Scarlet Epicurean''': Reduce incoming damage by 1, down to a minimum of 1. Usually better than Master Regenesist in melee, but if you're trying to survive sniper rifles, remember that it won't reduce incoming mortal wounds at all, unlike Master Regenesist (if you live long enough to roll to recuperate). *'''Relics - Flensing blade''': Replaces Haemonculus Tools. -2 AP, d3 D which maxes out against enemy characters. *'''Stratagem - A Most Inventive Demise (1 CP)''': Whenever your {{W40Kkeyword|Coven of the Twelve haemonculus}} consolidates, select an enemy character that isn't a {{W40Kkeyword|Monster}} or {{W40Kkeyword|Vehicle}} and roll a d6. On a 2-5, they eat d3 MWs, but on a 6 they take 3+d3 MWs. A funny way to shiv a fucker before you can even fight them. '''Tactics''' </div></div> ==={{W40Kkeyword|[[Ynnari]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> {| |[[File:Ynnead rune 1.jpg|Border|75px|left]] |In the grim darkness of the far future, there is hope that death may be the final salvation.<br> Ever since the rebirth of Yvraine in the heart of Commorragh the Drukhari have had a mixed relationship with the reborn. Lelith Hesperax immediately flipped to the Ynnari after seeing someone reborn in front of her and brought a good chunk of wyches with her. Vect was mad that Eldrad had out dicked him and that someone had stolen Lelith away from him, but other kabals saw promise and hope in rebirth and fell in line. The Covens will have none of this feel-good hopeful nonsense and are quite happy to keep doing what they're doing.<br> Crunch wise the Ynnari can bring Wych Cult and Kabal units in an Asuryani and Harlequins detachment, giving the Ynnari keyword with Strength from Death taking the place of your obsession. Psychic bonuses from Yvraine and the Yncarne make wyches tougher, faster, and stronger and do even more for beast units turning razorwing flocks into iron walls. The Ynnari tend to have huge potential but expect your opponent to go hard the support characters that make your army extra dangerous. |} <div class="mw-collapsible-content"> Ynnari have had a BIG revamp with the new codex. Rather than being a standalone army with their own mediocre knockoff rules, Ynnari now function as something of an unusual Asuryani army that willingly undergoes certain restrictions to gain other key benefits. When you designate a Detachment as {{W40Kkeyword|Ynnari}}, it can include {{W40Kkeyword|Harlequins}}, {{W40Kkeyword|<Kabal>}} and {{W40Kkeyword|<Wych Cult>}} units as well as {{W40Kkeyword|Incubi}} and {{W40Kkeyword|Scourges}} (with some caveats, see below) [[Awesome|alongside Asuryani units in the same detachment]]. Just as long as you have an {{W40Kkeyword|Asuryani}} unit in the same battlefield role for each non-Asuryani unit you intend to take. These Detachments are, for all intents and purposes, considered {{W40Kkeyword|Asuryani}} detachments and all {{W40Kkeyword|<Kabal>, <Wych Cult>, <Saedath>}} and {{W40Kkeyword|<Craftworld>}} keywords all get replaced with the {{W40Kkeyword|Ynnari}} keyword. ===Restrictions=== *Ynnari Harlequins can no longer take Pivotal Roles and Ynnari Drukhari can no longer take Lords of Commorragh or Favoured Retinues (so no Ynnari Trueborn or Hekatrix Bloodbrides). You also can't take any Phoenix Lords (despite Jain Zar's sponsorship being a major plot point), no corsairs, no Avatar of Khaine (even though the Ynnari have one in lore) and no Solitaires. *You lose the Runes of Fate discipline on your Asuryani psykers. No Fortune, no Mind War. Fortunately, it gets replaced by the new Revenant discipline, which is a really good selection of powers. You still get to use Runes of Fortune too. *If you elect to take Incubi or Scourges then you see a points increase: +4pts per model for Ynnari Incubi (which leaves them in a questionable spot) and +2pts for Ynnari Scourges (which might just about still be worth it). *Though you can mix units from other armies in the same Detachment, your dedicated transports can only hold models of their army type - so you cannot, for instance, have Wyches riding around in Wave Serpents or Dire Avengers riding around in Venoms. The exceptions are Yvraine and the Visarch, who can hop into any transports. *Finally and perhaps most importantly, while your mixed detachment counts as an {{WH40kKeyword|Asuryani}} detachment which gives your troops ObSec and the Leaders of the Warhost rule, not every unit in your army will have the {{WH40kKeyword|Asuryani}} keyword despite being drawn from the same "Craftworld". This will mostly matter for things like Strats due to how Dark Eldar don't share the same keywords aside from {{WH40kKeyword|Ynnari}}. The old Ynnari-exclusive Relics, Warlord Traits and Strategems are mostly gone too, but you get to use the Asuyrani ones from the new book. The Relics and WTs are a big loss as many of them were very nice, but hardly anybody is going to weep for the Strategems. ====Special Rules==== *All troops gain Objective Secured, regardless of which army they came from. *'''Strength from Death:''' Fights First applies across your entire army, and +1 to-hit for both melee and range attacks if the unit has taken any casualties. This special rule effectively optimizes many of your close combat units by allowing them to punch and counterpunch enemies to death with WS+2, but also offers something for your shooters too. However it works best on large squads that won't be wiped by a single volley of shooting, that or Wraithblades. ====Warlord Traits==== Due to the way Ynnari detachments now work, so long as a named {{W40Kkeyword|Ynnari}} character is in the detachment, you may take it as a Ynnari detachment and name any generic HQ as your warlord if you so wish. #'''Warden of Souls:''' Ynnari get a single Warlord Trait, and that’s this one, which heals your warlord for a single wound in each of your Command phases and gives them +1 to their Strength and Attacks whenever they’re within engagement range of an enemy unit that’s below Starting Strength. This also happens to be Yvraine's trait. ====Ynnari Stratagems==== Like the other Craftworlds you only get one stratagem. *'''Inevitable End (1 CP)''': This gives a unit that’s shooting or fighting +1 to wound if it targeted a unit that was below Half Strength. This is a much better bonus than the +1 to hit, since it’s a lot easier to control how many models are in an enemy unit than your own. And +1 to wound is pretty much always useful, since the times you’ll be wounding on 2+ are pretty rare, particularly in melee. The big downside is that your target has to be below Half Strength to use this Stratagem, so merely cutting a unit of 10 down to 5 won’t get you there. That makes this far more situational than we’d like, but in the right situations it’ll be money for finishing off an enemy unit – Custodes jetbikes spring to mind as something where letting one of your weaker units finish off the final model could be worth it. ====Revenant Discipline==== {{W40Kkeyword|Ynnari Psyker}} units replace either their access to the Runes of Battle or Runes of Fate disciplines with this one. These powers allow them to play both a supportive and offensive role for army, and are probably the single most compelling reason to bring Ynnari besides the Yncarne. None of these powers are locked behind a {{WH40kKeyword|Core}} word, so you can use them to buff any Ynnari you bring along. #'''Gaze of Ynnead:''' Essentially a simplified Smite, this WC 6 power lets you choose the target, and deals mortal wounds based on a D6; a roll of 1 results in 1 mortal wound, 2-5 causes 1d3 mortal wounds, and a 6 results in 1d6 mortal wounds on the target; the total expected mortal wounds is, accordingly, 25/12, or slightly more than 2. Unchanged from its previous incarnation, apart from the fact now that the D6 roll takes a -2 penalty if targeting a single model, so this power is a bit impractical for sniping characters - a shame. #*With the nerf to casting Smite (specifically each individual psyker only being able to attempt to cast it once per turn), this is your next best source of direct mortal wounds for Farseers and Warlocks dedicated to offensive roles. Spiritseers are better off just casting Smite since they only have the one cast. #*The math changes for both Yvraine, Farseers, and for any other buff you can come up with to casting the power. However, any buff that increases the casting total, like Yvraine's, tends to make Gaze ''worse'', not better: Yvraine's Gaze deals 1.74 mortal wounds, but her Smite deals 2.08. In other words, normally Smite does 19% more mortal wounds than Gaze, but for Yvraine, it deals 20% more. The difference is negligible, but will accumulate as you incorporate more buffs, like spending CP to re-roll her cast. It can be a solid offensive tool in the hands of Yvraine, but you'll ideally pick it up mid-battle when some of her warlock meat shields get chewed up rather than starting out with the power. #'''Storm of Whispers''' An AoE aura attack, this WC 6 power lets you roll 3d6 per enemy unit within 9" of the caster; every roll of 4+ deals a mortal wound to the unit in question. This is a large improvement from the last iteration of the power, which was statistically inferior to Gaze of Ynnead even in optimal circumstances. #'''Word of the Phoenix:''' WC 6, this power allows the targeted {{W40Kkeyword|Ynnari Infantry}} or {{W40Kkeyword|Ynnari Biker}} within 6" to bring back a single model at full health, or D3 Troops. Cannot be used on Wraithguard or Wraithblades. Still a strong power that allows you to restore a high-damage squad of elves - Scourges, Fire Dragons, Warp Spiders, Dark Reapers, etc. #'''Unbind Souls''' A WC 6 debuff to any enemy unit within 18" that means any melee attack against them auto-wounds on unmodified 6s. As the last version of this power allowed rerolling wounds, this might represent a nerf. However with the lack of native Doom, this is your next-best option. #'''Shield of Ynnead''' A WC 6 power that grants one non-{{W40Kkeyword|Titanic}} Ynnari unit within 12" of the Psyker a 4++ invulnerability save. This works for absolutely anything now, from Wraithguard to Warlocks and even aspect warriors despite any pre-existing invulns, though you've lost the bubble wrap ability. #'''Ancestor's Grace:''' This WC 7 buff grants the targeted friendly Ynnari unit within 18" a +1 to-wound roll in melee. Extremely scary if you manage to cast this on a Wraithknight or some Ghostaxe Wraithblades. Perhaps the two most worthwhile powers here are Word of the Phoenix and Shield of Ynnead; to give you a good example of them working together, if you supply a unit of Blaster Scourges with both, they go from a 4+/6++ to 4+/5++, and every time you bring a dead Blaster wielder back, you're bringing back 36 dead points. Plus, they need Ancestor's Grace, since they're allergic to Archons. ====Relics of Ynnead==== *'''The Lost Shroud''': Your one unique relic, and thankfully it's a damn good one. Each time an attack is allocated to the bearer, that attack is -1 Damage, ''and'' you get +1 to your save roll if it was D1. This is basically Disgustingly Resilient and All is Dust all rolled into one, and it goes beautifully on a bike-bound Autarch or Farseer that you really need to keep alive. ====HQ==== *'''[[Yvraine]]:''' The Emissary of Ynnead herself, and she gains the {{WH40kKeyword|Asuryani}} keyword this time. For 135 points you get a goth girlboss with a Phoenix Lord-esque statline and Kha-vir, the Sword of Sorrows, a magic sword with a S+1 AP-3 D2 damage profile that also inflicts 2 MWs on an unmodified roll of 6 (and ends her attack sequence). She has a runesuit that gives her Transhuman Physiology (wound rolls of 1-3 auto-fail) and a 4++ invul. She can cast two powers from the Revenant Discipline to begin with (likely going to be Word of the Phoenix and Shield of Ynnead) and gains more in mid-game, which is nice given how powerful these spells are, and her familiar allows her to reroll psychic tests. Rules-wise she retains her Herald of Ynnead ability to hitch a ride in any Ynnari transport she desires, but also has Battle Focus and Strands of Fate now. A very lovely support character, a bit on the pricey side but you definitely get what you pay for. *'''[[Visarch]]:''' Our resident pointy-eared Jorah Mormont to Yvraine's pointy-eared Daenerys Targaryen, long struggled to be anything other than a bad Autarch, but there is a lot more incentive to bring him as something other than a tax HQ choice in a Ynnari patrol this time. The Visarch has got himself a substantial upgrade for his magic [[Choppa]], the cronesword Asu-var the Sword of Silent Screams, which now has a S+2 AP-4 D2 profile and also negates invul saves on any wound rolls of 4+. The Visarch is quite tough as Eldar units go, with a 2+ armour save, a 4++ invul, 6W and the Champion of Ynnead rule that allows him to regain wounds (and also pick up extra attacks if a character eats it) if any friendly {{WH40kKeyword|Ynnari}} models near him die. He hands out a reroll 1s to-hit aura (melee ''and'' range) for every {{WH40kKeyword|Ynnari}} {{WH40kKeyword|Core}} unit within 6". He now acts as a Bodyguard for Yvraine, so if you have her in your detachment, you can bring him then he takes up no HQ slot. Unfortunately though, he's gone up to 95 points and he still might lose out to an Autarch just through their sheer superior customisation options despite his beatstick profile. If you have the points to spare then there's nothing wrong with bringing him. *'''The [[Yncarne]]:''' Oh boy, here they come killin' again. The Yncarne has seen a big points cost drop, 250 points (down from 290). And Jesus Christ, what a character you get for that. The Yncarne is the Ynnari answer to the Avatar of Khaine, and has the epic cronesword Vilith-zhar, the Sword of Souls, with two brutal profiles: either a piercing strike (S+4 AP-4 DamD3+3 that ''ignores invuls'') or a sweeping anti-horde strike (SUser AP-4 D1 Ax2), plus a new Soul Energy 6" magic flamer that licks enemies with S7 AP-2 D1 auto-hitting ''EVERY'' enemy unit within range. And they're not just a monster on offense, either; the Yncarne is very hard to kill with T7 W12 and halving all damage (rounded up) with a 4++ invul for good measure. The Yncarne starts out knowing ''all'' of the powers from the Revenant discipline, has Battle Focus and Strands of Fate, and has a 12" aura to allow friendly Ynnari infantry to ignore combat attrition modifiers (not that this matters). On top of all that, the thing can not only fly over terrain but also set up in waiting off the board and appear within 1" of a just-wiped unit, friend or foe, though it cannot do so within engagement range of an enemy unit and it cannot charge or heroically intervene in that turn. All of this adds up to a ridiculously powerful deathstar/character assassin with a monstrous threat range and pretty much any enemy squad dies within a single round of it getting within arms-reach. **'''Note''': The Yncarne can't charge after arriving in this way so you ideally want him popping up on your opponent's turn. You also want to be exploiting the ability to redeploy when anything dies as a mobility/escape tool. If anything else The Yncarne popping up somewhere unexpected can divert a ton of fire away from your other units, though you might want to leave the [[DISTRACTION CARNIFEX]] role to something like a Succubus or Venom. '''Tactics''' </div></div>
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