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==={{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>
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