Editing
Warhammer 40,000/7th Edition Tactics/Dark Eldar
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Dark Eldar Special Rules=== *'''Night Vision:''' Basically every model that matters (except a couple of the Archon's Retinue) have Night Vision. This is fairly useful as the new detachment gives you boosts during night time. *'''Power From Pain:''' Another VERY important ability with a MAJOR reworking, it gives all units in the army special powers as the rounds go by, and the Haemonculus now gives himself and his unit +1 turn to the turn for benefits on the pain table, so kinda useless in units of wracks, but useful on those wyches that fall over to a stiff breeze. This change means everyone gets tougher, not just your units that cause damage. The new version completely changes the way Dark Eldar play. Previously, they were an army that favored early aggression to earn those bonuses. Now you have to balance that with holding back long enough for the bonuses to accumulate. # Nothing. # Feel No Pain (6+). # FNP (5+) # Furious Charge (Fun on Incubi!) # Fearless (do not forget to Go to Ground on round 4) #Rage Turn 6 charges are super nasty, and by turn 5 you're entirely fearless. *'''Combat Drugs:''' Combat Drugs are available to Succubi, Wyches, Bloodbrides, Hellions, and Reavers. You have to roll for the entire army, which is both more and less risky than before now that poor ol' Duke is out. With a good roll you can start with some of your most important units having a good stat bonus, but on a bad roll...everyone suffers. The results are as follows: # '''Adrenalight''' Bath Salts. +1 Attack. Even TEQs are gonna start feeling the hurt when your Wyches pump out 4 attacks each on the Charge. '''Good.''' # '''Grave Lotus''' PCP. +1 Strength. So you're saying we wound Marines on a 4+ instead of a 5+? Fucking awesome! '''Great!''' # '''Hypex''' Speed. +1 Initiative is usually fairly useless unless you're up against other Dark Eldar, everything with combat drugs is already I6 or higher. It is handy for Sweeping Advances though. '''So-so.''' (If you're going Reaver heavy, also helps you easily secure the breakaway on Hit & Run) # '''Painbringer''' Meth. + 1 Toughness. You're Dark Eldar, T4 makes you not auto explode to bolter fire, and reavers go to T5. Worth noting that this stops S6 and S7 weapons from causing ID, allowing Feel No Pain rolls to be made against failed saves. '''Good.''' #'''Serpentin''' Cocaine. +1 WS. Good for hitting Marines and other Eldar on a 3+. Statistically similar to getting another attack for most models. Not as good as just getting another attack and for their price and fluff Wyches should be WS5 anyway. '''So-so.''' # '''Splintermind''' Tylenol. +1 Ld. Weak compared to the old codex. You want the drugs to help you kill more things, not soften the blow when you lose because your drugs didn't help. '''Putrid.''' This table is nice overall, just remember your drugs during the game.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information