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===General Abilities=== *'''Blade Artists''': A new rule found on nearly everything in the army, including vehicles. Unmodified 6s to wound in melee gain an additional -1 AP that stacks with any other AP a weapon may currently have. *'''Combat Drugs''': Found on almost all (Lelith doesn't do drugs) of your non-{{W40Kkeyword|vehicle}} {{W40Kkeyword|<WYCH CULT>}} units. You can either choose a drug (and now you can repeat the same drug on as many units you want!), or roll for two random drugs, re-rolling the entire roll if you get duplicates. Numerical order can matter - e.g. there's a Cult trait that lets you roll 1d3 on this table and do the drug in addition to your already-present drug(s). *#'''Adrenalight:''' +1A on a charge or heroic intervention. Always good. *#'''Grave Lotus:''' +1S. Consistently '''the best against T3 (GEQ), T4 (MEQ), & T6-7 (light vehicles)''' targets. Also known as "targets". This is because all your units are S3. Except Hellions, which still reach the important S5 value (but they may be interested in other drugs). Usually useless against T5 or T8+, and of course useless with poisoned weapons. Has diminishing returns the higher your base S that you're hitting at - so bad on power swords and worse on hydra gauntlets, and so on. *#'''Hypex:''' +2M. Pairs very well with Hellions and Reavers. With Cult of the Red Grief's obsession mixed in, a first turn charge is almost guaranteed. *#'''Painbringer:''' +1T. Great on Reavers and Hellions, as both are T4 W2, up to T5 with this. *#'''Serpentin:''' +1WS. One of the weakest, since it only really matters in turns 1 and 2. Most games are decided in turns 1 and 2, though. Could be useful against armies that rely on -1 to be hit to survive. *#'''Splintermind:''' +1Ld and +1BS. Good for Beastmasters, massed Hellions, and special weapon Reavers. *'''Insensible to Pain''': Grants a 5+++ FNP save. Found, in practice, on all non-{{W40Kkeyword|vehicle}} {{W40Kkeyword|<haemonculus coven>}} units. *'''Poisoned Weapons''': Weapons with this rule now always wound on an ''unmodified'' die value, usually 4+. This ignores any modifiers to wound, but notably not the Transhuman Physiology Marine stratagem. ====Power from Pain==== Thanks to your army consisting of a bunch of sado-masochist freaks, you gain bonuses according to the turn number as long as you have a pure Drukhari army. Note that these bonuses are cumulative. #'''Inured to Suffering''': 6++. ''Many'' units have special rules on their own datasheets that overlap with this, so this benefit is often wasted - e.g. Wyches. ''The old 6+++ was arguably better.'' #'''Eager to Flay''': You can charge after advancing. Most of your units were already speedy to begin with, and now they can get stuck in even faster. Some units already have only a blade and no guns, so it's a net benefit. #'''Flensing Fury''': +1 to melee attack hit rolls. Units with the {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} keywords no longer take penalties for firing Heavy weapons at units engaged in melee with them. Combined with the very high WS most Dark Eldar units enjoy, this can make most of your army hit on 2+. It's amazing for Coven units, allows your Kabal units to defend themselves in melee, and frees up a drug choice for your Wych Cult units. #*Your vehicles want to be in melee with their target, especially enemy non-Dread vehicles & common troops, as that prevents others from shooting at them. A Ravager in melee with another vehicle can fire its dark lances point blank while the enemy vehicle has to fall back to fend off the attack, which often disables it better than actually making it use their lower stat brackets: ''there are more "Shoot at full stats" stratagems than there are "fall back & shoot" stratagems affecting vehicles''. #'''Mantle of Agony''': The invulnerable save is upgraded to 5++. Still not going to save you, but it's something. #'''Emboldened by Bloodshed''': Automatically pass Morale tests, and models with statlines that degrade with damage count as having twice as many wounds for the purpose of determining their characteristics. #*Morale isn't a big deal for Dark Eldar given their high Leadership values, but the second effect can do wonders for an army that relies on transports. Or one with lots of {{W40Kkeyword|aircraft}}.
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