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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, giving Inured to Suffering to vehicles, and the relic + warlord trait in that order. Two particularly common ways of seeing these guys is as a Ravager spearhead with three Ravagers babysat by an Archon with Writ of the Living Muse and as an air wing detachment. 27 S5 AP3 D2 shots rerolling 1's to hit and wound is a fantastic choice for any Drukhari list, or even Aeldari list. The flyers are good in and of themselves and become surprisingly durable with a 5++ 6+++ and -1 to hit, but you took them as Black Heart for Agents of Vect. It's worth noting that you can put units with other obsessions in Black Heart transports so it's common to see Obsidian Rose/Poisoned Tongue warriors in Black Heart venoms.<br> <div class="mw-collapsible-content"> '''Special Rules''' *'''Obsession - Thirst for Power:''' +1 to the turn on the Power from Pain table. In addition, any Kabal unit without PFP such as Raiders gets Inured to Suffering (aka the 6+ FnP save). **This means you start the game already able to re-roll Advance and Charge distances and get more resilient vehicles for good measure. The archon and the melee units in his court will benefit from this the most, but it can give a slight edge to Warriors. Just don't expect miracles immediately; when the game goes on and you become Fearless by turn 3, on the other hand, the benefits really start to come into play. **While the Obsession bonus might seem mediocre at first, remember about the excellent Warlord Trait, Relic, and Stratagem it unlocks as part of the package. '''Warlord Trait''' *'''Labyrinthine Cunning''': 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 and your opponent will strongly reconsider using any kind of Stratagem against you. FAQ confirms that they just have to be on the Battlefield so can't use this from the comfort of a transport as models in transports are not on the battlefield. '''Relics''' *'''Writ of the Living Muse''': Archon only. Allows friendly units within 6" to reroll 1s to wound. Put that Archon next to a bunch of Ravagers and let him orchestrate a symphony of destruction. '''Stratagems''' *'''Agents of Vect (4 CP)''': Use when your opponent spends CP for using a stratagem but before it takes effect. Roll 1d6; on a 1, nothing happens. On 2-5, the CP used by your opponent is refunded but the stratagem does not take effect and can't be used again this phase. On a 6, the CP is not refunded and the stratagem does not take effect and can't be used again this phase. This stratagem cannot be used against a stratagem that is used before the battle or during deployment. **Very expensive, but the value of a "counter-Stratagem" cannot be overestimated. Denying an opponent a crucial Command re-roll may be all you need to guarantee a victory on your part. **Even with the Big FAQ, this is still an extremely good Stratagem. It often comes paired with Labyrinthine Cunning, so you are going to be rolling 5-7 Dice to generate CP. Statistically you are getting 1CP back resulting in a net cost of 3CP. **Not to be overlooked is the fact that just being able to use this Stratagem will mess with an opponent, suddenly they are second guessing themselves and will hold back on using their key stratagems. Thus you *deny* more stratagems just by the very threat of being able to do so. '''Tactical Objectives''' '''Tactics''' </div></div> ==={{W40Kkeyword|Kabal of the Poisoned Tongue}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, something dark and sinister will be written here.<br> Thematically describe this faction.<br> On the tabletop, they (insert play description).<br> <div class="mw-collapsible-content"> '''Special Rules''' *'''Obsession - The Serpent's Kiss:''' Re-roll to-wound rolls of 1 for melee weapons and weapons with the Poisoned Weapon rule. This does not apply to relics. **A fairly middle of the road obsession, The Serpent's Kiss has the distinction of being useful in both the shooting and melee phases. It is never going to be amazing but it'll never be worthless either. '''Warlord Trait''' *'''Towering Arrogance''': Friendly units within 12" of the Warlord can use the Warlord's Ld. Typically, this is worth a whopping +1Ld. Terrible, take one of the 3 generic Kabal traits instead. '''Relics''' *'''Soul-Seeker ''': Archon only. 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}}). +6" range, +1ROF, -1AP, changes D from 1 to 1d3. Ignores cover save modifiers, ignores LOS, can snipe enemy characters. ** Great for a character hunting Archon since nothing will protect a character in range of this weapon. '''Stratagems''' *'''Insidious Misdirection (2 CP)''': Use before the first battle round, one use only. Allows you to redeploy 3 {{W40Kkeyword|Kabal of the Poisoned Tongue}} units. Amazing, savor the look on your opponent's face when you redeploy your ravagers far away from any units that threaten them. '''Tactical Objectives''' '''Tactics''' </div></div> ==={{W40Kkeyword|Kabal of the Flayed Skull}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Flayed Skull are the air force of the Drukhari. They are obsessed with aircraft and the skies, to the point their archons get offended when they even see other races aircraft. They brag to the other kabals that they can commit raids of entire planets without a single one of their own touching the ground, which is possible with tons of Raider skimmers. 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, hands down, have the coolest colour scheme in maybe all of 40K. Red armour with elite units like Incubi having pristine white with red helms. Fuck yeah. On the tabletop, they (insert play description).<br> <div class="mw-collapsible-content"> '''Special Rules''' *'''Obsession - Slay from the Sky:''' +3" movement to all units with {{w40Kkeyword|Fly}}. Enemy units do not receive cover benefits to their saving throws against {{w40Kkeyword|Fly}}ing models or units with this obsession embarked on a {{w40Kkeyword|Fly}}ing transport with this Obsession. Finally, units that either {{w40Kkeyword|Fly}} or are embarked on a {{w40Kkeyword|Fly}}ing transport that have this Obsession (the rider, not the transport) re-roll to hit rolls of 1 for rapid fire weapons. **The upshot of this is that all your vehicles are faster, their splinter rifles and cannons are more accurate, and they're able to ignore cover saves (but not penalties to hit) for good measure. Note that this helps give re-roll 1s to hit to models inside transports, who normally the character aura wonβt affect (due to not being on the field). Remember that re-rolling 1s to hit and to wound have the same effect on output (a 7/6 multiplier) - since all of your rapid fire weapons are poisonous, this part of the obsession behaves like a strictly worse version of the Poisoned Tongue one. Still pretty great, though. '''Warlord Trait''' *'''Famed Savagery''': Get +1A and +1S when charging, being charged, or performing a Heroic Intervention. Useful if you want to kit out an Assault Archon using the Husk/Djinn Blade. '''Relics ''' *'''Obsidian Veil''': Archon only. If (i.e. when) your shadow field fails, gain a 4++ invulnerable save for rest of game. Absolute auto-include, that shadowfield is going to die on you eventually, this and Sslyth bodyguards are the only way to survive a turn after it goes down. '''Stratagems''' *'''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}}. 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. '''Tactical Objectives''' '''Tactics''' </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 Eyebursts or 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") and splinter cannons (21"); 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 +1D. Does not affect relics. D2 Agonizers and Splinter Pistols are nice, but using this with a Blast Pistol is just evil. '''Relics ''' *'''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). '''Stratagems''' *'''Failure is Not an Option (1 CP)''': Use when a {{W40Kkeyword|Kabal of the Obsidian Rose}} unit fails a morale test. Select which models will flee, BUT first those models get to make a shooting attack or a single close combat attack each. 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.) '''Tactical Objectives''' '''Tactics''' </div></div> ==={{W40Kkeyword|Cult of the Cursed Blade}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Your goth gym rat wyches. They may not have the flash and finesse of some of the other cults but they know that the quickest way to a marines heart(s) is through a hail of bolter fire and 6" of ceramite, and they intend to get there.<br> Do you need a unit that can soak 12 casualties on overwatch from a Leviathan without running away? These are your guys. Excellent turn 2 deep strikers as their morale benefits make large blobs more viable, can be given Adrenalight for lots of S4 attacks or grave lotus for some S5 goodness. A shardnet and impaler succubus with warlord trait and relic will tie down infantry and will make them take mortal wounds.<br> <div class="mw-collapsible-content"> '''Special Rules''' *'''Obsession - Only the Strong Will Survive''': +1S and only 1 loss from failed morale tests. S4 base Wyches with near-immunity to morale tests that already got cheaper and 1 more attack? Niiice! **Due to bladevanes having a set strength value of 4, Reavers gain do not benefit from the strength increase. ***Per the Rule Book FAQ, all models count as armed with a close combat weapon. So it can benefit if you choose not to use the bladevanes - that can be helpful against MEQ if you have the +1S drug. '''Warlord Trait''' *'''Treacherous Deceiver''': Each unmodified save roll of 6 made by the Warlord in the fight phase causes the attacker to take a mortal wound. **Suicide Succubus anyone? '''Relics ''' *'''Traitor's Embrace''': Succubus only. If the bearer is slain in the Fight phase, the unit that killed it takes d6 mortal wounds on a 2+. '''Stratagems''' *'''Concealed Boobytraps(1 CP):''' When an enemy charges a unit that is in terrain, roll a die. On a 4+ deal D3 damage. '''Tactical Objectives''' '''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. Fortunately, Lelith Hesperax actually has rules this edition and is Drukhari exclusive despite having run off with Yvraine in the fluff.<br> 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. <br> <div class="mw-collapsible-content"> '''Special Rules''' *'''Obsession - The Spectacle of Murder''': +1A when charging, charged or heroic intervened. So that means 4A base for your standard wych before weapons and combat drugs. Drown your enemy in dice! Use this with Hellions to throw a ton of attacks with S5 and 2D each at any Primaris or Terminators or Vehicles coming your way! **If you end up mixing Cult of Strife units with others melee units (incubi, Wracks, archons, etc), try and position your Wych Cult units around non cult units in a screen. That way the opponent must either declare a charge against them in order to get into melee or risk a longer charge to avoid triggering The Spectacle of Murder. **The obsession triggers when charged, but does not specify you have to target the charging unit. if your opponent sends in a unit to help save something locked in combat, then you can punish them by turning those additional attacks against the original target. '''Warlord Trait''' *'''Blood Dancer''': When rolling a 6 to hit in the fight phase, that attack counts as 3 hits instead of 1. Due to Power From Pain, this can trigger on 5+ from turn three. The Cult of Strife's extra attacks from their Obsession will make sure the extra hits happen with considerable frequency. Lelith Hesperax has this, and boy, does she benefit from it. **Keep in mind, however, that a Succubus using an Archite Glaive cannot trigger the trait until battle round 3...unless you give her the right drugs. '''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. '''Stratagems''' *'''No Method of Death Beyond Our Grasp (3 CP)''': Use after a Cult of Strife unit destroys a unit in either the Shooting or Fight phase (if the latter, after consolidating). Depending on the phase the enemy unit was destroyed, the unit can either shoot or fight again. A single 20-strong blob of Wyches from the Cult of Strife which had its Obsession trigger can put out 81 attacks per turn before Combat Drugs and weapons get factored in. Now imagine what a total of '''162 attacks''' can do to just about anything. You're going to need more dice. **Do remember to declare your multicharges, Pile In, and Consolidate properly before using this. Nothing is more expensive than regret. '''Special Characters''' *'''Lelith Hesperax:''' The Queen of the Arena came out of the codex much closer to her classic form. Instead of doing drugs, she simply chooses a stat each turn and gains that bonus. 3++ special Dodge now works outside of combat, and she still has bucketloads of attacks that will never miss. She re-rolls failed hits and wounds against other Characters, meaning she does an average of about 3 wounds on T4-T5 characters at AP-4 D1 each. Then her hair gets 2 more attacks (yep!) to put maybe another wound plus another from her obsession. Even things with Storm Shields might not be able to count on their invulnerable saves protecting them from all of her attacks. She can swap out one of her knives for an impaler, but the extra point of damage from the impaler isn't worth the reduced AP or the loss of the other extra attack for having two of the knives. ** The Cult of Strife WT is what really makes her shine. On a charge, she'll make 6 attacks with her two blades (and that's ''without'' choosing +1A) and 2 with her hair, which will translate to ''more than 6.8 blade hits'' and ''more than 2.7 hair hits''. [[Rape|With the Strength boost you are looking at 3.86 dead Marines or 5.75 dead Guardsmen per charge before Turn 3]], and [[Rip and Tear| 4.96 dead Marines or 7.39 dead Guardsmen as of Turn 3]]. The Attacks boost will get you substantially fewer kills against these targets - with the sheer number of swings Lelith gets, you want to only choose +1A when +1S won't help, such as if you find yourself stabbing a T8+ target. And we haven't even started with [[Anal_Circumference |what she can do to characters]] (even [[Chapter Master Smashfucker | SMASHFUCKER]] needs to be wary of her due to Re-rolls to Wound and boatloads of AP-4 attacks). Very solid choice and probably our best HQ choice now. [[Rage| Vect must be furious]]. She can also bully Monsters, TEQs, and Bikes with the sheer number of S4, AP-4 attacks she can put out (Exploding Flavour or Soulburst Flavour), and the Cruel Deception Stratagem will let her keep getting those bonus attacks from her Obsession again and again while keeping her safe from anything that a 3++ alone might not protect her from. '''Tactical Objectives''' '''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''': Advance and charge, plus re-roll failed charges. This drastically increases your chance of your overall improved wyches making it into close combat. Your Wyches are now as speedy as Genestealers! Jetbikes love this, nothing is beyond their reach now! **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''': Increases invulnerable save by 1. Not much but useful nonetheless, especially if you intend your Blood Glaive Succubus to duel enemy HQs. '''Relics ''' *'''Blood Glaive''': An Archite Glaive with +1S (+3 total), D1d3 instead of 1, and most importantly, no -1 to hit. Not much else to say but ''take it and engage blender mode!'' '''Stratagems''' *'''Athletic Aerialist (2 CP)''': When consolidating after combat, you can move a Cult of the Red Grief unit 6" towards the nearest transport. If the move brings all models in the unit within 3" of the transport, they can embark on it as if it was the Movement phase- even if they already disembarked from that transport on the same turn. '''Tactical Objectives''' '''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 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.<br> <div class="mw-collapsible-content"> '''Special Rules''' *'''Obsession - Connoisseurs of Pain''': The invulnerable save from Insensible to Pain is increased to 4+, giving your units the equivalent of a free Iron Halo. '''Warlord Trait''' *'''Diabolical Soothsayer''': Once per battle, reroll a single hit, wound roll, saving throw, or damage roll for your warlord. In addition, if the army is battle forged, roll a D3 before the battle begins; you gain a number of additional command points equal to the results. Urien Rakarth has this. **Note: This refers to your '''Warlord'''. This means that if you gave a Haemonculus a Warlord Trait through Alliance of Agony, then it is your Archon that gains the benefit (no as these characters are considered the warlord in relation to their warlord traits. This mean that the Archon is the only warlord that can give up slay the warlord as it is the warlord in all regards). Combining this with Alliance of Agony makes this at worst, CP Neutral. If you have the Labyrinthine Cunning Warlord Trait you stand a chance at making even more back as well. '''Relics ''' *'''Vexator Mask''': No overwatch against the bearer. At the start of the Fight phase, choose a unit within 6"; that unit fights last. '''Stratagems''' *'''Black Cornucopians (2 CP)''': Use at the end of the movement phase. Lets you remove a unit of Prophets of Flesh Wracks from the board and return them to the table at full starting strength. The unit is set up wholly within 6" of a table edge and more than 9" from an enemy model. Basically Tide of Traitors from Chaos Space Marines, but with a unit that can be good as something other than a meatshield...and has a 4++ and 6+ FnP for good measure. '''Special Characters''' *'''Urien Rakarth:''' Dead hard, and awesome in all the ways a Haemy is awesome. T6 due to his own buff, 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, he is none too scary in melee. He does have an aura that inflicts mortal wounds on enemies within 3" of him on a 6+, though, which can act as a deterrent against enemy charges. ** He now buffs {{W40Kkeyword|Prophets of Flesh}} 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. ** Remember thanks to the FAQ everyone is equipped with a regular close combat weapon. If Wracks are fighting T3 GEQ forgo the Haemonculus tools and enjoy wounding on 3s next to Urien. '''Tactical Objectives''' '''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 enemy units must subtract one from their leadership for each unit with this obsession that is within 6" to a max of -3. Phantasm Grenade Launchers can push the penalty further, and if you bring in an allied Eldar detachment with Hemlock Wraithfighters on top of that you can bring almost any unit to the Ld of a mere Conscript. '''Warlord Trait''' *'''Fear Incarnate''': At the start of the Fight phase, roll 2d6 for each unit within 3" of the Warlord. If the result is higher than that unit's highest LD, the unit takes a mortal wound. Does synergise with your obsession, but the failure to deal more mortal wounds the larger the gap makes it end up decidedly underwhelming compared to Master Nemesine, particularly on a Haemonculus with an Ichor Injector. '''Relics ''' *'''Spirit Sting''': A 3 shot stinger pistol, Ap -4. Adds +2 to wound against non-vehicles, and ignores invulnerable saves. Unlike most pistol relics, this one has pretty good synergy: this, a Flesh Gauntlet and the Master Nemesine warlord trait gives you a Haemy that doesn't care about no stinkin' Storm Shield. '''Stratagems''' *'''An Esoteric Kill, Delivered From Afar (2 CP)''': Allows a Dark Creed 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 dark lance equipped raider or a Talos with Heat Lances to snipe a character. Try not to miss. Speaking of which, Tantalus is a perfectly viable unit choice to employ this stratagem, so you might vaporise the enemy character with 12 Pulse Disintegrator shots instead. Also 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 (less powerful than the tantalus but still). '''Tactical Objectives''' '''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 have one better ap. (0 ap becomes -1) Does not apply to relics. Helps compensate for the generally poor ap of coven melee weapons and turns agonisers into poisoned power swords. '''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. Adds +1 to wound against non-vehicles and always deals 3 D against characters. '''Stratagems''' *'''Administer Punishment (1 CP)''': Select a Coven of Twelve unit during the Shooting phase. It can shoot at enemies that are within 1" of another friendly unit, but any hit roll of 1 is resolved as a hit against the friendly unit instead. If more than one friendly unit is present, choose which one gets hit. This Stratagem can't be issued to a unit which is itself within 1" of an enemy unit. **Unlike the Valhallans' "Fire on My Command!" Order that this is based off of, auto-hitting weapons '''are''' affected by this. For each hit from such a weapon, roll a d6; on a 4+ it hits normally, but on a 1-3 it hits one of your units. This makes it much more risky to use than its IG counterpart, which can just use Flamers to avoid the possibility of self-inflicted damage. On the other hand, Liquifier Guns and Spirit Syphons aren't exactly that dangerous to Coven units, so its probably less of a risk than simply the loss of about half the shots. **Could be very useful for a Talos equipped with Haywire Blasters or Heat Lances depending on how their Codex pans out. Wracks Tarpit something big, and the Talos blasts it apart. **Very useful for trapping a character and having a Talos blast it apart with Heat Lances. '''Tactical Objectives''' '''Tactics''' </div></div> ==={{W40Kkeyword|Ynnari}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> 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 cult and kabal units in a single detachment along with the Ynnari keyword with Strength from Death taking the place of your obsession. These guys pair excellent with cults. Psychic bonuses form 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.<br> <div class="mw-collapsible-content"> '''Special Rules''' '''Strength from Death''' *'''Reborn Drukhari - Strength from Death:''' Whenever any unit is destroyed, all Ynnari units fight first in the fight phase for the rest of the turn. If they already could or just charged, they also add +1 to their hit rolls. **As {{W40Kkeyword|Reborn Drukhari}} replaces {{W40Kkeyword|<Kabal>}} and {{W40Kkeyword|<Wych Cult>}} and no longer removes Power from Pain, this basically serves the same role as your obsession. Though it has become an army wide buff, Strength from Death has redefined the Ynnari as an explicitly melee oriented faction. *'''Allies of the Reborn:''' Incubus, Beasts and Scourge units never benefit from Strength from Death, although they can be included in Ynnari detachments without preventing other units from gaining the rule. **Mandrakes and {{W40Kkeyword|<Haemonculi Coven>}} may never be included in {{W40Kkeyword|Ynnari}} detachments. '''Revenant Discipline''' Since Drukhari never had their own psykers to begin with, these are only available to Yvraine and the Yncarne, these powers allow them to play both a supportive and offensive role for your army. #'''Gaze of Ynnead:''' Essentially Smite on crack, this WC 6 power deals damage 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. This is perfect for either softening up a hardy unit or vehicle, or dispatching whatever battle-worn foes didn't quite bite it last turn. #*This power does 48.45% the damage of ''Smite'' for the Yncarne and 58.33% the damage for Yvraine; the only reasons to cast it are that it is targetable, and a given Psyker can cast both it ''and'' Smite. 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 dice per enemy unit within 6" of the caster; every roll of a 6 hits the unit in question with a mortal wound. An alright power that can do work in the hands of the Yncarne, but probably not an ideal choice for Yvraine. #'''Word of the Phoenix:''' WC 5, this ability no longer triggers Soulburst, but rather allows the targeted {{W40Kkeyword|Ynnari Infantry}} or {{W40Kkeyword|Ynnari Biker}} within 18" to heal D3 wounds ''or'' resurrect one model, who comes back with a single wound remaining. Finally, a semi-reliable way to heal your units! Suffice to say this is a fantastic supporting power for your bikers, who can afford to take a few hits. #'''Unbind Souls''' A WC 6 malus that allows units to re-roll wound rolls for melee attacks against the targeted unit. It synergizes fairly well with the new Soulburst and is relatively easy to cast without much hassle. #'''Shield of Ynnead''' A slightly more challenging WC 7 power that grants ''all'' Ynnari units within 6" of the Psyker a 5+ invulnerability save. This works for literally everything in your army and can be a fantastic tool for your infantry, beasts, bikers, and even vehicles. #'''Ancestor's Grace:''' This power allows the targeted friendly unit to re-roll hit rolls of 1 until your next Psychic phase, so both shooting and melee. A nice supplemental power, but odds are you may already have an Archon or a Succubus with an aura providing exactly the same benefit to multiple units. '''Warlord Traits''' Yup, after nearly two years of going without, Ynnari armies finally have access to their own unique Warlord traits. Due to the way Ynnari detachments now work, so long as a named {{W40Kkeyword|Ynnari}} character is in the detachment, you may name take it as a Ynnari detachment and name any generic HQ as your warlord if you so wish. All non-Ynnari named characters cannot join a Ynnari detachment anymore, so no Drahzar or Lilith Hesperax for you. Also, it goes without saying the Kabal and Wych Cult traits are off limits. #'''Lord of Rebirth:''' Heal one wound a turn automatically and ignore wounds on a 5+. You already have FnP from Power From Pain, but the ability to heal is nice. #'''Warden of Souls:''' Whenever your Warlord is affected by Soulburst, and +1 to their Strength and Attack characteristics. A decently reliable way to buff your warlord on a more consistent basis compared to the other offensive traits here, but with a notable peak in performance. The Yncarne has this by default. #'''Walker of Many Paths:''' A free hit/wound reroll every turn with a 5+ CP refund when you use a stratagem. A flexible choice that helps keep your options open when you don't know what to expect. #'''Fear of the Grave:''' All enemy units within 6" of your warlord subtract 1 from their leadership, 2 if it's during a turn a unit was killed by the warlord. #'''Favoured of Ynnead:''' Consolidate 6" instead of 3" in melee. Can be handy to keep up the momentum, but runs the risk of leaving your warlord's entourage behind. Yvraine has this by default. #'''Master of Death:''' Whenever your warlord rolls a hit roll of 6 in melee, it generates two hits instead of one. A good way to help deal with hordes and fish for hits in general, but kind of unreliable. The Visarch has this by default. '''Relics of Ynnead''' A fresh batch of relics available for your Ynnari characters, thanks to the May issue of White Dwarf. These are all exclusive for your generic characters and cannot be taken on your named Ynnari characters, ironically. *'''Hungering Blade''': Replaces a Husk Blade/Star Glaive/Power Sword, making it available to an Archon/Autarch/Troupe Master respectively. S+3 AP-3 flat D2 sword that swats an extra mortal wound on targets for every wound roll of a 6. A decent upgrade if you plan on having your character up front. *'''Song of Ynnead''': An 18" Pistol 3 S5 AP-1 replacement for a shuriken pistol. Follows shuriken AP-3 rules and every time it kills an enemy model, its unit subtracts 1 from its leadership until the turn ends. Since it shoots three times, this ''can'' devastate enemy leadership in conjunction with other debuff powers/abilities. Very good for horde-based armies. *'''Mirrorgaze''': A standard "-1 for hit rolls against the bearer" relic. Notably affects all hit rolls and isn't limited to infantry. *'''Soulsnare''': Once per game, you can pick a unit within 6" of the bearer and roll a D6. 1 does nothing, 2-5 deals D3 mortal wounds and heals the bearer for the damage dealt, and a 6 deals D6 mortal wounds and heals for ''all'' lost wounds on the bearer. Basically a pocket mini-smite with some crazy benefits if you get lucky and obviously pays off more on characters with big health pools. *'''The Lost Shroud''': Halve all damage received, rounding up, with a 5+ FNP for good measure. Crazy good ability that can take the edge off strong weapons, but largely underwhelming on any characters with less than 6 wounds total. *'''Corag Hai's Locket''': Whenever the bearer destroys a unit, permanently add 1 to their movement and attack characteristics. There is no cap to this, meaning you can get some ridiculous stats if the owner of this racks up the kills. Stacks beautifully with Soulbursts and Warden of Souls. '''Stratagems''' The Ynnari now have their set of stratagems to further enhance your Ynnari detachments. Now that the Ynnari have their own set of stratagems, GW decided that they are no longer permitted to use Craftworld, Harlequin or D. Eldar stratagems. Bummer. *'''Fire and Fade (2cp)''': Copy-paste of the vanilla version, this lets your selected unit move 7" after shooting, no charging or advancing allowed. Still useful, if twice as expensive as the vanilla version for whatever reason. *'''Lightning-Fast Reactions (2cp)''': Another copy-paste, add a -1 to-hit modifier if targeted by a ranged or melee attack. Useful in a pinch, but a little less spammable compared lists abusing to-hit modifiers. *'''Deadly Misdirection (2cp)''': Identical to ''Feigned Retreat'', this one lets you shoot and charge after falling back. *'''Artefacts of Death (1/3cp)''': Ever standard extra relic stratagem, nothing special. *'''Webway Ambush (1/3cp)''': Your flavor of deep striking {{W40Kkeyword|Infantry}} {{W40Kkeyword|Biker}}, or {{W40Kkeyword|Beast}} stratagem. Situationally useful. *'''Exalted of Ynnead (1cp)''': Pick one of your non-warlord/named HQ characters and give them a warlord trait, no duplicates allowed. Doesn't make them a real warlord and you can only do this once. Actually quite handy, as there are some good traits to choose from. *'''Inevitable Fate (2cp)''': Pick an enemy unit at the beginning of the fight phase and all your {{W40Kkeyword|Ynnari}} stuff re-roll wound rolls against it. Can be handy, but kinda pricey. *'''A Taste for Death (1cp)''': Used when a unit's ranged weapons wipe an enemy unit, they add +1 to-hit in melee till the end of the turn. Objectively useless, as they'd be benefitting from Soulburst if they kill a unit and since most decent ranged weaponry can't be fired while ''in'' combat, they'd need to charge and would cap on their hit bonus from the Soulburst itself. *'''The Great Enemy (1cp)''': Largely the same as ''Inevitable Fate'', but limited to {{W40Kkeyword|Slaanesh}} targets and only buffs one of your units. Fluffy. *'''Back from the Brink (2cp)''': When one of your Infantry/Biker characters dies, use this and roll a D6. On a 4+, they come back with D3 wounds and sets up as close to where they died as possible. Can come in handy if your opponent fucks up your plans. *'''Reborn Together (1cp)''': Add +2 Leadership to all {{W40Kkeyword|Ynnari}} units that have another Ynnari unit within 6" of them. Sort of helpful if you're worried about leadership bombs or casualties screwing your morale. *'''Whispering Spirits (2cp)''': Basically the opposite of ''Reborn Together'', targeted enemy unit subtracts 2 from their leadership when within 1" of your dudes. Stacks obscenely well with the myriad of leadership debuffs at your disposal. *'''Acolyte of Ynnead (1cp)''': If one of your psykers attempts to manifest a Revenant power in the same phase that you destroyed a unit, add 3(!) to their psychic test. Generally situational for your usual list since only Yvraine or the Yncarne can make use of it. An allied Farseer smiting/executing/mind warring enemy units can help grant opportunities for this. *'''Ynnead's Net (2cp)''': A {{W40Kkeyword|Ynnari}} biker can advance and charge in the same turn. Shining Spears still have a place in this army! *'''United in Death (1cp)''': Pick a {{W40Kkeyword|Reborn Asuryani}}, {{W40Kkeyword|Reborn Drukhari}} and a {{W40Kkeyword|Reborn Harlequin}} unit. All of them get +1 Attack in the fight phase if they're Soulbursting. Yikes, try making that happen in a Matched Play game. *'''Shrine of the Whispering God (2cp)''': Pick up to three Incubi units and they get Strength from Death. A somewhat expensive but useful stratagem if you're bringing Incubi and want to maximize their synergy with your list. '''Special Characters''' *'''Yvraine:''' The Emissary herself, now differently useful. Yvraine costs 132 points and is exclusively armed with <i>Kah-vir, the Sword of Sorrows</i> (basically a Force Axe stat-wise), her substandard Phoenix Lord statline, her ability to regain wounds on a 4+ whenever an Ynnari model dies within 7", and the ability to learn new psychic powers whenever a Ynnari dies in that same distance. With the rework she's put into an odd spot, her warlord trait allows her to consolidate 6in leading her to want to be in the front lines but her statline leaves a lot to be desired in that regard. But with certain psychic powers like on the unbind souls or Shield of Ynnead she can be extremely useful at buffing combat units like incubi and wyches much like she used to. With the change to soulburst effectively ruining it the main advantage of it you can't fight twice, but your close combat units will likely be hitting on 2's you can take advantage of this by having a archon or succubus around depending on what units you brought. Plus combining this unbind Souls, Phantasm grenade launchers, a stratagem or two, and the minus leadership warlord trait you can effectively core out the center of your opponent's arm you with one massive leadership bomb. **Now whereas in a Craftworld Ynnari detachment you have access to many different psykers to use that last ability you don't have any in a Drukhari detachment save for Yvraine herself. This means if you're going with just the one Ynnari detachment you need to think more carefully on which two powers to bring. What the choice really comes down to is whether to take Ancestor's Grace or Shield of Ynnead as Unbind Souls will be your go to. The choice largely comes down to what else you're bringing. If you're taking a Succubus to help your Wyches or other such reroll auras, take Shield if not take Grace. Where she truly shines though is supporting units and making them much more dangerous than they would be on their own or pushing terrifying units even higher good examples are Reavers, Wyches, Trueborn, Scourges, & Incubi funny how most of those are Wych Cults or Unaffiliated almost like the former Succubus was supposed to be supporting them. *'''The Visarch:''' Now actually a better combatant than Yvraine. At 120 points and a statline that puts him on somewhere between a close combat Archon and the Phoenix Lords, The Visarch is a very nice but expensive character, especially now he has a 4++ Invulnerable save thanks to the recent FAQ. His BFS, <i>Asu-Var, the Sword of Silent Screams</i> is a Strength 5 Force Sword that reduces the enemy unit's Leadership by 1 allowing him to be the linchpin for Leadership Bomb setups. Very tanky as when ''any'' Aeldari model within 7" dies, on a 4+ he regains a lost wound, and gains +1 Attack (caps at 7) if it was a character, plus with his warlord trait he will dice enemies in combat and does especially well in challenges. Overall he's a beatstick **Now unfortunately compared to the other two he's lacking and kinda badly overcosted, but since you need him if you want a third Ynnari detachment you might as well find a use for him outside of being a body guard for Yvraine. Here's the thing re-read that part about his statline and it shouldn't be too difficult to figure how he should fit. Think of him like a better Drazhar trading out the redundant buffs, the two extra attacks, and a 2+ save for a leadership debuff to enemies within 3", a better invuln, and a harder hitting weapon. Stick him with either a Court of the Archon to get those extra attacks, or some Incubi, put them all in a Venom and thrust it at something you want gone be it characters or elite infantry. *'''The Yncarne:''' The single most expensive HQ choice for the Aeldari, the Yncarne clocks in at a high 280 points to field equipped with nothing but <i>Vilith-shar, the Sword of Souls</i>, an awesome weapon that is [[Rape|S6 AP-4 and D6 Damage with re-rolls to wound]]. With 6 attacks, S7 A7 with the relevant Warlord Trait, whatever it is hitting is dying. If that in itself doesn't seem like much, the Yncarne is a flying, monstrous character that can cast two of the three Revenant Discipline powers. The Yncarne is also pretty resilient, T6 with a 3+ armor and 4+ invuln that covers 9 wounds that regenerate on a 4+ for any Aeldari model killed near it. It also provides a 6" Fearless bubble and any friendly Aeldari within 6" shrugs off any Wound or Mortal wound on a 6+. While the 8" of movement it has may not seem particularly fast, the Yncarne also has the unique ability to teleport to the location where any squad (friend or foe) is killed so long as it is at least 1" away from enemy units. This makes it one of the few units able to deep strike easily within charging range to wreak some melee havoc, and can give it a terrifying threat radius. Use your Dark Reapers to nuke some squishy back-line unit, then have the Yncarne teleport behind enemy lines to hit 'em where it hurts! **For your Drukhari detachments specifically she does as she does for everyother kind of Ynnari detachment she kills things plain and simple, Inevitable Death coupled with the innate killyness and squishyness of your dudes leads to her functioning very much as a last nail in the coffin if you're getting the upper hand or as a strong counter blow if your opponent starts overcoming you via dismembering the heftiest units they have whether they be characters, tanks, or MCs and giving your remaining units the momentum needed to win. Remember though you can't just place her on the field and expect everything to die horribly just like most of your units you need to wait for the right moment to place her into your opponents midst, or if they killed one of your units near their frontline bring her in directly infront of them using the souls of your fallen to exact hellish retribution. **'''Note''': The Yncarne can't charge after arriving in this way so you [[Creed |ideally want it popping up on your opponents turn so you are ready to charge on yours]]. 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 designed for it like a Succubus, Solitaire or Character in Venom. '''Tactical Objectives''' Yep, these exist now too. They aren't anything special, mind you. ;11 - Spirit Sanctuary :Roll a D6; gain 1VP if no enemies control the corresponding Objective Marker. Completely random and unreliable. ;12 - Harness the Spirits :Successfully casting a power from a {{W40Kkeyword|Ynnari Psyker}} generates 1VP. You'll need to rely exclusively on Yvraine or the Yncarne to make this one happen. ;13 - For Ynnead's Glory :Get 1VP if three or more units were killed by attacks made by {{W40Kkeyword|Ynnari}} units this turn. Kind of a tall order for a single VP all things considered. ;14 - Surety of Purpose :Get d3VP if you achieved at least two other tactical objectives this turn. ;15 - Death's Every Visage :Score 1VP if you destroy a unit in the Psychic/Shooting/Fight phase this turn. Score d3VP if you destroy a unit in all three of them. A bit harder to accomplish for Drukhari given their aversion to psykers, but still doable. ;16 - Soulsurge :Score 1VP if you destroy three or more units with attacks made by {{W40Kkeyword|Ynnari}} units ''while'' they are benefiting from Soulburst in a single turn. Kinda fucked up that the more challenging version of ''For Ynnead's Glory'' doesn't offer any more VP for the extra effort needed (you'll need to wipe 4 enemy units in a single turn to get this; one to trigger the Soulburst and then the remaining 3 for the objective). Made somewhat easier if by some miracle you manage to pull off the ''Souls of the Strongest'' stratagem beforehand. '''Tactics''' </div></div>
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