Warhammer 40,000: Kill Team (HoR)/Tactics/Dark Eldar(7E)
Like all Eldar, the raiders of Commorragh are exceedingly fragile with a specific specialization. In their case, this specialization is a brutal swift assault that wipes enemies before they come to rally a counter-attack. The smaller scale of HoR may limit just how much fire you get, but you're still incredibly flimsy and thus need all the cover you can get. As a thankful bonus, your transports (all two of them) are perfectly usable while Transports are permitted, meaning that you get an extra level of destructiveness, capable of even hunting down tanks if you so find more.
The updated codex goes a while in giving you some extra specialization, but the army still retains the power it has in the big board.
Rules
- Webway Portals: These darlings are loved on the big table, and they're loved here too. If a Leader buys one, he can roll for reserves and take up to 5 more people along with him to Deep-Strike wherever he wants. If you have transports, a Venom becomes a really handy vehicle.
- Piratical Raiders: In any missions where there are attackers and defenders, the Dark Eldar always get first dibs on being the Attackers. Pretty fluffy, but always can be changed based on circumstances.
- Phantasm Grenade Launcher: While they retain the single-use rules of other grenades, one can buy more grenades for a costly 5 points. Shame most models won't ever get hurt by fear.
Good news, you have Power From Pain!
FOC
- 1 Leader
- 1-25 Core
- 0-5 Special
Wargear
- Adept-Slave Forged Weapon: Standard MC weapon. Grab for a special weapon that needs to make its mark on someone.
- Gloom Grenade: A basic harmless grenade with blind. At least it's a bit better than Phantasm Grenades by virtue of not caring about Fearless.
- Gruesome Trophies: Anyone in combat with a model using one of these takes -1 Ld. Sad thing is that it doesn't stack with other trophies or with the Trophy Rack. Sad thing to hear, but still worth something if you make a big assault.
- Soulseeker Ammunition: This old trinket returns slightly tweaked from before: Now a model with this can re-roll 1s to-hit. Pretty cheap buy.
- Modified Biology: Cheap 6+ FNP. Pretty cool if you're impatient to wait a turn for the PFP to work.
Leaders Only
- Hell Mask: Drag out those old Archons with flayed faces, because they're back! This forces enemies in combat with the leader to take -1 Leadership as well as Fear. Dope, but pretty overcosted.
- Gloom Field: Grants all models (friend AND foe) within 3" Stealth and Shrouded. The issue with this is that while it helps protect you from overwatch, anyone that charges you will get that exact same protection from your overwatch. Better utilized on a pure assault build, where that doesn't come up as often.
- Terrorfex: Another old relic, these have the rare distinction of being infinite grenade launchers. Granted, those grenades are harmless and force anyone hit to test pinning at -2Ld, but that's still an incredible help when you need to kill a key target.
- Xenospasm: An offensive grenade for once, these are S3 AP3. Pretty good at chunking something in the way, but the Terrorfex has more uses.
- Vile Reputation: A fun little tool to mess with people, this forces any enemies in the Leader's IP range become unable to use their own IP. Teamed with the Gloom Field and some backup, this can help you in screwing a backfield commander over.
- Trophy Rack: A fierce weapon in a choppy leader's hands, the thing only activates when you kill an enemy Leader in a challenge. In that event, you gain +1 Ld (Cool), and any models in base contact take -1 Ld.
Klaivex Only
- Bloodstone: A relic lost from the transition to 7E, this gives the Klaivex an S3 AP3 flamer. Enjoy your cooking.
- Murderous Assault: In an attempt to make a mini-Drahzar, the Klaivex get his "bonus attacks on to-wounds of 6" rule, which is in itself taken from the Haruspex. Pretty nifty, though some weapons are better.
- Chosen Foe: Gains Preferred Enemy (Leader). Cheap and quite effective.
Incubi Only
- Punisher: The old weapons of the Incubi, these are Two-Handed S+2 AP3 halberds that can instead deal an attack to every model in base contact. Pretty fierce, but the Klaives are better up-close.
- Tormentor Helm: MORE old relics! You slap a TL Splinter Pistol to an Incubi's helm and gain a cheap combat weapon.
- Obsidian Stone: The only anti-psyker tool you can grab, these let Incubi Deny on a 3+. For 5 points, this is a fucking steal!