Master Bryss
01-17-2010, 12:17 PM
CODEX VERSION 1.1 IS FINISHED.
CODEX: DARK ELDAR
Hailing from the dread city of Commoragh the Dark Eldar are pirates without equal. It is unclear how exactly they survived the Fall, but they have founded cities in dark corners of the Webway, emerging to take slaves and pillage defenseless words.
Recently a strange phenomena has been seen within the Dark Eldar, as they appear to have restarted the worship of the Eldar war god, Kaela Mensha Khaine, and several such cults have emerged within Commoragh. It is unclear whether the temples are serious religious bodies or a new way for opportunistic Dark Eldar to make money from rich nobles.
In battle they prefer a fast approach, often riding sleek and potent skiffs such as the Raider and the Pillager. Their technology is equal to that of their craftworld cousins, and the two sides bitterly resent each other.
ARMY SPECIAL RULES
Fleet- As in the 40k rulebook
Fearless Reavers
The skills of a Dark Eldar army usually rotate around the hunt. Units with this special rule may always charge on the turn that they disembark from a transport, and count as being equpped with offensive grenades whenever they charge.
In addition, units which fall back from a combat involving Fearless Reavers may be consolidated into – if this is the case, the unit is immediately taken prisoner (see below).
Capturing Prisoners: For every enemy model killed by a Dark Eldar unit with this rule in close combat, roll a D6. On a 6 that model is taken as a prisoner. These prisoners may be used for a variety of purposes, such as being placed in the Pit of Slaves. Vehicles and Monstrous Creatures may not be captured.
If an Independent Character is captured he may be used as a Hostage. The Hostage is immediately placed within 6" of the point he was captured and counts as a normal objective.
WARGEAR
Note I'm using the old format. This is to save time, and because I like the idea of an Armoury.
Use the first points cost for upgrade characters and the cost in brackets for Independent Characters.
Animus Vitae- 15 (20)- Models with the Animus count as capturing 2 Prisoners for every 1 they capture. Once at least 4 have been taken the model gains +1WS and +1S
Agoniser- 15 (20)- The Agoniser is a power weapon that is also poisoned (4+)
Blessing of Khaine- +1 Attack. Khainite units only.
Banner of Commoragh- 20 for all. Any Dark Eldar unit within 24" of the Banner in line of sight rolls 3D6 for fleet and picks the highest. One per army.
Combat Drugs- 15(20)- Come in three types, must be bought seperately. The effects of the drugs are used in the Assault Phase, and only one Drug may be used at a time.:
Depressants- Model gains 3+ Feel No Pain, however each wound inflicted in this state causes 2 wounds.
Stimulants- Model gains a 12" charge and rolls 2D6 for fleet, picking the highest, but may not move next turn.
Rage Serum- Model gains D6 attacks on the charge but has their WS halved, rounding up.
Crucible of Malediction- 10 for all. Psykers that fail a psychic check within 24" of the Crucible always suffer a Perils of the Warp attack.
Gruesome Talismans- 5 for all. When resolving combat, a unit containing Gruesome Talismans adds +1 to their combat resolution score.
Haywire Grenades-10 for all. Any hit on a vehicle with a Haywire Grenade will glance on a 2+ and penetrate on a 6
Hellion Skyboard-15 for all. A model with a Skyboard moves as jump infantry and may Deep Strike.
Hell Mask-5 for all. A unit wishing to assault a model with a Hell Mask must pass a Ld check or they may not assault.
Incubus Armour-15 (20). A model wearing Incubus Armour has a 3+ Armour Save, but cannot use the Fleet rule. May not be taken by Wych Lords and Succubi, and may not be taken in conjunction with a Reaver Jetbike or a Hellion Skyboard.
Poisoned Weapon-5(10) A model with poisoned blades always wounds on a 3+. This may not be combined with the effect of the Agoniser or a power weapon.
Power Weapon-10(15). As in the rulebook.
Punisher-15(20)- The Punisher is a power weapon that adds 1 to the bearers S, but the bearer may not receive an extra attack in combat for having two weapons if he uses it.
Reaver Jetbike-25 for all. Eldar Jetbike that adds +1 to the riders S. A model riding a Jetbike may not use a Punisher.
Shadow Field-20(25). Grants a 2+ Invulnerable Save, however if this save is ever failed the Field becomes unusable for the rest of the game.
Soul Seeker Ammunition- 5 for all, only usable with splinter rifle or pistol. Soulseeker ammo alllows to hit rolls to be re-rolled.
Terrorfex- 15(20)This is a blast weapon with a range of 12". If it lands on at least one model from a unit that unit must take a Pinning check with a minus modifier equal to the number of models from the unit hit by the Terrorfex, to a maximum of -3.
Tormentor Helm-5 Grants +1 attack in combat
Xenospasm-25(30)- This is a Terrorfex that also has a S of 3 and AP of 3.
VEHICLE WARGEAR
Points cost is the same for all. Pits of Slaves and Soul Prisons may not take wargear.
Horrorfex-10. This is a Terrorfex that has a range of 18" and requires no line of sight.
Night Shield-15. A unit firing at a vehicle with a Shadow Field counts as being under the Night Fighting rules. Also, should the vehicle ever Explode as the result of shooting, roll a D6. On a 3+ it counts as Destroyed instead.
Scaling Nets-10. A unit embarking or disembarking from a vehicle with Scaling Nets may embark/disembark at any point during the vehicle's move. Raiders and Pillagers only.
Screaming Jets-20. A vehicle with these may Deep Strike. If the unit would come into contact with another, reduce the Scatter distance accordingly. In addition, all enemy units within 12" of the vehicle after it Deep Strikes must immediately take a Pinning check. Raiders, Ravagers and Pillagers only.
Slave Snares-15. If the vehicle passes over an enemy unit in the Movement phase, it takes 2D6 S4, Ap- hit, with no Cover Saves allowed. If the model becomes a casualty, it is taken prisoner.
Torture Amp-10. A vehicle with a Torture Amp may Tank Shock, but not Ram.
Trophy Rack-10. An enemy model within 6" of at least one Trophy Rack suffers -1 Ld.
UNITS
Unless otherwise stated, units are Infantry.
HQ
Arhra, Father of Scorpions-250 points. Unique.
Arhra was the oldest of the Striking Scorpions, and founded their Temple. He was the most brutal of all Phoenix Lords, but later became completely consumed by the chaos of war, and fell to darkness. He later found his way to Commorragh, where he founded the Incubi. He was later slain by Karandras, his successor, in a duel that lasted for seventeen days.
WS:7, BS:7, S:4, T:4, W:3, I:7, A:4(5), Ld:10, Sv:2+
Wargear: Blessing of Khaine (in profile), Scorpion's Stinger, Scorpion's Tail, Scorpion Claw (a normal power fist)
The Scorpion's Stinger is a Tormentor Helm that may be fired with the profile of a Splinter Pistol with Soul-Seeker ammunition.
The Scorpion's Tail is a Punisher which may re-roll To Hit rolls
Rules: Independent Character, Fleet, Fearless, Eternal Warrior, Fearless Reaver, Prisoners, Rage
Disciples: If Arhra leads a squad of Incubi the whole squad becomes Fearless, and is subject to Rage also. Also, Incubi squads may be taken as both an Elite or a Troops choice in an army containing Arhra.
Fallen Phoenix: Eldar despise Arhra, and with good reason. All models in an Eldar army which is battling a Dark Eldar army containing Arhra will gain the Preferred Enemy. However, Dark Eldar will gain +1 to hit (this is up to a maximum of 2+).
Also, if the Eldar army contains a Phoenix Lord, during deployment both Arhra and the Phoenix Lord are placed in the middle of the board in base to base contact. Treat them as being in combat, however during the battle both sides have a Charging Bonus and Preferred Enemy (each other) and no-one else may enter the combat. If the enemy army has two Phoenix Lords only one may duel with Arhra, and if one of them is Karandras, he MUST be selected as the Lord that duels Arhra.
Asdrubael Vect-300 points, unique.
Asdrubael Vect is the ruler of Commoragh and supreme Lord of the Kabal of the Black Heart. It is he who issues may punishments for Archons that go against him, each punishment original and gruesome.
Front: 14/12, Side: 14/12, Rear: 14/12
WS:6, BS:6, S:4, I:7, A:5, Ld:10
Type- Walker (moves as Skimmer), Fast, Open-Topped.
Wargear: Asdrubael rides the Dais of Destruction, and has 4 Incubi guard, a power weapon and a splinter pistol.
Dais of Destruction: This is a modified Ravager. It has a Dark Lance and two Disintegrators. Against shooting attacks it has an Armour Value of 14 all sides, but uses the alternate armour value against combat attacks.
Rules:
Dais of Supreme Dictatorship: So long as Vect is still alive, all allied units may use his Leadership in Leadership Tests.
Lelith Hesperax-150 points
"Lelith Hesperax! The most famous of all Wyches! Such power! Such grace! Such sheer confidence! Surely there is no-one who can best her might!"
Attributed to Lasko Pyre, later pronounced Insane and Heretic.
WS:8, BS:5, S:3, T:3, W:4, I:8, A:4. Ld:10, Sv:6+
Unit:1 (Unique)
Wargear: Death and Despair, Splinter Pistol, Shadow Field.
Death and Despair: This is an Agoniser that wounds on a 3+ and is also a Wych Weapon
Rules: Fleet, Fearless Reaver, Prisoners
Master of Evasion: Lelith has a 4+ Dodge save which may be used in Close Combat and Shooting
Gladiatoral Cult: In an army containing Lelith, Wych Gladiators AND Wych Beasthunters can be taken as Troops choices. In addition, all Wych Gladiators and Wych Lords in the army count as having Wych Weapons for free.
Combat Drugs: Lelith has all the types of Combat Drugs.
Urien Rakarth-175 points
Urien Rakarth is the best (and most expensive to hire) Haemonculus in all of Commoragh, who believes he can find perfection through the extreme modification of the body, a practise he has applied to himself and his experiments.
WS:5, BS:5, S:3, T:5, W:3, I:5, A:4, Ld:10, Sv:4+
Unit: 1 (Unique)
Weapons: Crucible of Malediction, Torturer's Tools, Stinger, Animus Vitae, Hell Mask
Torturer's Tools: These consist of an Agoniser that wounds on a 3+ and a Scissorhand that causes Instant Death. Urien may choose to divide his attacks in combat between these two weapons in any way he wishes.
Rules: Fearless Reaver, Prisoners, Independent Character
Insane Scientist: Urien is the most mad of all the Haemonculi. Any number of Grotesque Squads and 0-2 Talos may be taken as a Troops choice in an army containing Urien. Grotesques selected as an Elites choice may become Uber Grotesques at +4 points a model. They gained Poisoned Weapons as detailed in the Grotesuqes entry and their Toughness is increased by 1.
Field Experiments: Urien is known to suddenly leap upon members of his forces and unwillingly transform them. If Urien joins a squad, during the Movement Phase he may attempt to tranform up to 10 members of it. Roll a D6 for each selected squad member and consult the chart:
1,2- "I don't think I should have cut that..."- The model dies.
3- "That looked vaguely important..."- The model's stats are permanently halved (rounding up)
4- "This should work well."- The model gains +1 S and +1 I, but -1T
5- "Add more flesh!"- The model becomes a Grotesque (no upgrades)
6-"Eureka!"- The model becomes an Uber Grotesque
This ability cannot be used on Beasts, Monstrous Creatures, Daemons or Grotesques.
Drazhar, Master of Blades-100 points
Drazhar is the ultimate bodyguard, fiercely loyal to both his employer and his paycheck.
WS:6, BS:4, S:5, T:3, W:3, I:6, A:4(5), Ld:10, Sv:3+
Unit: One Incubus in an Archon's Retinue may be upgraded to Drazhar for the cost listed. He is Unique.
Wargear: Disemboweller Scythes, Tormentor Helm (in profile).
Disemboweller Scythes: These are a pair of power weapons that re-roll all To Wound Rolls. In addition, each hit caused by the Scythes counts as two hits.
Rules: Fearless Reaver, Prisoners, Look Out Sir- Arrgh! (as Codex: Imperial Guard)
Blade Master: Drazhar's blade mastery is such that he can slice bullets in two. He bestows a 5+ Invulnerable Save to his squad as he leaps in front to deflect rounds. This is increased to 4+ in combat, but in combat he may only protect himself or his Archon.
Slicer: If Drazhar rolls a 6 to Wound, the attack causes Instant Death.
Black Avatar-180 points
Occasionally an Eldar Craftworld will drift into the dread city, bringing with it the might of an Avatar. These Avatars are not summoned with a Young King, but rather with a particularly sick, twisted individual. Eventually exposure to Commoragh and a combination of mysterious factors turns an Avatar into a being of sheer terror, to the extent that even it's summoners will stay away from it in battle.
WS:10, BS:5, S:6, T:6, W:4, I:7, A:5, Ld:10, Sv:3+, Inv. Sv:4+
Unit:1 (unique)
Wargear: Dark Blade
Dark Blade: Dark Blades are sentient blades containing the souls of dead Khainites. The Black Avatar re-rolls either To Hit or To Wound rolls.
Rules: Daemon, Fearless, Monstrous Creature
Icon of Despair: Units that try to move within 12" of the Avatar, or are already within 12", must pass a Leadership Check on 3D6. If it is failed, the unit may not move, Run or assault that turn.
Molten Form: Melta weapons and Template weapons have no effect on the Avatar. Daemonic Fire will still work.
Fire Trail: The Black Avatar may swing it's blade in such a way that a plume of fire erupts out of it. It has a range attack with the following profile:
Range: Template, S:5, AP:4, Type: Assault 1, Pinning, Ignores Cover saves.
The template is placed anywhere within 6" of the Avatar and must be placed sideways.
(-----
Like that, if thats any help. Hopefully you get my point.
Ava
Archon-55 points.
Archons lead their troops into battle in search of slaves and leave only destruction in their wake. They often hire Incubi bodyguards, as a measure to protect themselves from their enemies, and their own ambitious followers.
WS:6, BS:5, S:3, T:3, W:3, I:6, A:3, Ld:10, Sv:5+
Wargear: Splinter Pistol and CC weapon.
May exchange one of these for a Splinter Rifle for free, access to Wargear at Independent Character prices.
Rules:Fleet, Fearless Reaver, Prisoners, Independent Character
Retinue- May take a unit of Incubi as part of his own unit. These do not use up an Elites Slot.
Distrust: Archons don't necessarily trust their subordinates. If the Archon's unit fails a Leadership test and contains a Sybarite, the Sybarite is immediately killed. The Archon may then promote another member of the squad to Sybarite, however the Wargear the original Sybarite had is lost.
Throne of Power
Some Archons direct their forces from a Raider platform, driving the craft into brutal combats.
Front:12, Side:12, Rear: 12
WS:6, BS:5, S:4, I:6, A:3, Ld:10
Type: Walker (but is treated as a Skimmer for movement purposes.), Open-Topped, Fast
Wargear-Dark Lance, Splinter Pistol, CC weapon.
Options: May take Vehicle Wargear.
The Archon may exchange his CC weapon for a Punisher, Power Weapon or Agoniser at the points listed for Independent Characters in the Infantry Wargear section, or exchange his Splinter Pistol for a Splinter Rifle for free.
The Raider may exchange it's Dark Lance for a Disentegrator at +5 points. It may also have side gunners with either Dark Lances for +30 points or Disintegrators for +40 points.
Rules:
Dais of Dictatorship- Any allied unit within 24" of the Raider-Throne may use its Leadership instead of the unit's own.
Retinue- Up to 4 Incubi can be added to the Throne. Their attacks are added to the Throne's profile. These attacks count as being made by a Punisher and so are resolved at S5, with no armour saves allowed.
Wych Lord-65 points
Wych Lords are either the best arena champions, or Archons who fancy their own chances in the arena. The latter doesn't last long, but both are potent commanders
WS:7, BS:4, S:3, T:3, W:3, I:7, A:3, Ld:10, Sv:6+
Wargear: Splinter Pistol, CC weapon
May take the Blessing of Khaine at +15 points, and may exchange CC weapon for a Wych Weapon at +10 points.
May take Wargear at the cost for Independent Characters
Rules: Independent Character, Fleet, Fearless Reaver, Prisoners
Dodge: Wych Lords receive a 4+ Invulnerable Save in close combat. This cannot be used if the Wych Lord rides a Reaver Jetbike.
Retinue: May take a unit of Wych Gladiators as a Retinue. These do not use up an Elites slot.
Wych Cult: An army containing a Wych Lord may take Wych Gladiator squads as Troops choices.
Priest of Khaine-80 points
Priests of Khaine lead worship in the Khaine Temples and on the battlefield. They are responsible for calling the Avatar and for keeping their god happy with sacrifices
WS:4, BS:4, S:3, T:3, W:3, I:5, A:2, Ld:10, Sv:5+
Weapons: Ceremonial Staff, Splinter Pistol
Ceremonial Staff- This is a close combat weapon that adds +1S to the bearer, although they may not claim a bonus for having two close combat weapons.
Options: May take the Blessing of Khaine for +10 points
May take a Retinue of Khainite Warriors or Incubi. If the priest takes Incubi any Incubus may take the Blessing of Khaine for +10 points each.
Rules: Fleet, Fearless Reaver, Prisoners
Khainite Cult: If the army includes a Priest of Khaine, Khainite Warriors lose the 0-1 rule.
Wards of Khaine: Priests of Khaine have a 6+ Invulnerable Save
Ritualistic Sacrifice: Should the Priest of Khaine and his squad take Prisoners, one may be used in a Sacrifice. The prisoner is killed. The Dark Eldar player may then select one of these options. This will apply to the Priest and his squad for the next player turn:
The entire squad gains a 5+ Invulnerable Save
The entire squad gains the Counter-Attack rule
The entire squad gains the Furious Charge rule
The squad may both shoot and run in the next Shooting Phase
Haemonculi- 30 points per model
Haemonculi are masters of torture. They use battle as an excuse to try new experiments out against the enemy, or to conduct strange studies.
WS:4, BS:4, S:3, T:4, W:2, I:4, A:2, Ld:9, Sv: 5+
Squad: 1-3 Haemonculi.
Weapons: Stinger and Poisoned Weapon (4+)
Options: May exchange Stinger for a Destructor for +10 points. May exchange Poisoned Weapon for a Scissorhand at +15 points.
Scissorhand: This weapon counts as Two Poisoned Weapons (2+)
Stinger: Stingers always wound their target on a 2+, and have no effect on vehicles. A model killed by a Stinger will explode in a gory fashion. Place the Blast marker where the model was. Any model touched by the template is wounded on a 4+. The AP of this attack is equal to the Armour Save of the dead model, so an exploding Space Marine would be AP3.
Rules: Fearless Reaver, Prisoners, Independent Character (negated if there are 2 or 3 Haemonculi in the squad.)
Mad Scientist: For every squad of Haemonculi in your army you may take one unit of Grotesques OR 1 Talos as a Troops choice.
Different Purposes: You may choose to seperate the Haemonculi from each other at any point in your Movement Phase, if the squad numbers 2 or more. At this point they benefit from the Independent Character rule again.
Elites
Incubi-23 points a model
The Incubi are a society of bodyguards, lending their services to whoever pays them.
WS-BS-S-T-W-I-A-Ld-Sv
Incubus: WS:5, BS:4, S:3, T:3, W:1, I:5, A:1, Ld:8, Sv:3+
Master: WS:5, BS:4, S:3, T:3, W:1, I:5, A:2, Ld:9, Sv:3+
Squad: 3-10 Incubi
Wargear- Splinter Pistol, Punisher, Tormentor Helm
Rules: Fearless Reavers, Prisoners
Options: Any number of Incubi may upgrade to an Incubi Master at +10 points. An Incubi Master may take the Blessing of Khaine for +10 points. For every 5 Incubi in the squad, one Incubus may exchange his punisher for a shredder or blaster for free, or instead exchange his splinter pistol for a Shredder or Blaster at +20 points.
Wych Gladiators-12 points per model.
All Wyches are masters of arena combat. Wych Gladiators spend their time in the arena fighting other Wyches and man-sized creatures.
Wych: WS:4, BS:4, S:3, T:3, W:1, I:5, A:1, Ld:8, Sv:6+
Succubus: WS:4, BS:4, S:3, T:3, W:1, I:6, A:2,Ld:9, Sv:6+
Squad: 5-20 Wyches
Weapons: Splinter Pistol and CC weapon.
Options: One Wych may become a Succubus for +10 points, and may take Wargear at the normal points cost.
For every 10 Wyches in the squad one may exchange their splinter pistol for a Shredder at +10 points or a Blaster for +15 points.
The entire squad may exchange their CC weapons for Wych weapons at +2 points per model.
Wych Weapons: Wych Weapons negate any bonus attacks received by the enemy for having more than one CC weapon. When an enemy model attacks a model with a Wych Weapon their WS is reduced to half of what it was (rounding up), however this ability does not work if the model is a Monstrous Creature or a Walker.
The squad may be mounted in a Raider (see Transport section for cost).
Rules: Fleet, Fearless Reavers, Prisoners
Dodge: Wyches receive a 4+ Invulnerable Save in close combat.
Combat Drugs: All Wyches in the squad have Combat Drugs. The type of Drug used is decided pre-game.
Wych Beasthunters-16 points per model
All Wyches are masters of arena combat. Wych Beasthunters spend their time in the arena fighting huge beasts, and so are adept at dealing with them.
Beasthunter: WS:4, BS:4, S:3, T:3, W:1, I:5, A:1, Ld:8, Sv:6+
Succubus: WS:4, BS:4, S:3, T:3, W:1, I:6, A:2, Ld:9, Sv:6+
Squad:5-10 Wyches
Weapons: Hunting Sword, Splinter Pistol
Hunting Swords are Rending Weapons, however they cannot harm Vehicles.
Options:
One Wych may become a Succubus for +10 points, and may select Wargear at the normal points cost.
Up to 2 Wyches in the squad may exchange their Hunting Swords for Agonisers at +15 points.
The squad may take a Raider (See Transport section for cost).
Rules: Fleet, Fearless Reavers, Prisoners, Preferred Enemy (Monstrous Creatures)
Dodge: Wyches receive a 4+ Invulnerable Save in close combat.
Combat Drugs: All Wyches in the squad have Combat Drugs. The type of Drug used is decided pre-game.
Grotesques- 16 points per model
Grotesques are the results of the experiments of Haemonculi or indeed self harm. They are freakish creatures indeed to face in battle.
Grotesque: WS:3, BS:0, S:4, T:4, W:2, I:3, A:2, Ld:6, Sv:6+
Haemonculus: WS:4, BS:4, S:3, T:4, W:2, I:4, A:2, Ld:9, Sv: 5+
Squad: 1 Haemonculus (points cost listed in Haemonculus entry, (does NOT benefit from the Mad Scientist rule) and 4-19 Grotesques
Weapons: The Haemonculus has a Stinger and a Poisoned Weapon (4+). Grotesques have a single CC weapon.
Options: The Haemonculus may choose upgrades from the Haemonculus entry. You may give Grotesques in the squad Poisoned Weapons (4+) for +2 points per model, but this must be taken by every Grotesque in the squad.
If the squad numbers 12 models or less they may take a Raider for the cost listed in the Transport section.
Rules:
Grotesques: Feel No Pain, Slow and Purposeful, Rage
Haemonculus: Fearless Reaver, Prisoners
The Haemonculus Commands: So long as the Haemonculus lives the Grotesques benefit from the Fearless Reavers and Prisoners rules and ignore the Slow and Purposeful and Rage rules.
Should the Haemonculus die the Grotesques will not be able to embark onto Transport Vehicles.
Freakish Appearance: Units wishing to attack in Close Combat or Charge a unit of Grotesques must pass a Leadership check. If this is failed the unit gains no bonus attacks for Charging and hit the Grotesques on a roll of 6 only.
Wych Beastkeeper and Beasts
Unit consists of 1 Beastkeeper (30 points) and Arena Beasts at 12 points per model OR Warp Beasts at 20 points per model.
Some Wych Beasthunters who survive in the arena long enough become Beastkeepers, preparing the beasts of the arena for their battles. In battle they use their skills to command beasts from their own personal menagerie, or indeed conjured from the Warp itself.
Beastkeeper: WS:4, BS:4, S:3, T:3, W:1, I:6, A:2, Ld:10, Sv:6+
Arena Beast: WS:3, BS:0, S:3, T:3, W:1, I:6, A:3, Ld:5, Sv:6+
Warp Beast: WS:4, BS:4, S:3, T:3, W:1, I:6, A:3, Ld:7, Sv:5+, Inv Sv:5+
Squad: 1 Beastkeeper and 2-9 Beast. You must select either Arena Beasts OR Warp Beast, not both.
Weapons: The Beastkeeper has an Agoniser and Splinter Pistol.
Arena Beasts count as having a single Rending Weapon.
Warp Beasts count as having a single Power Weapon that is also Rending.
Rules: Fleet, Beasts.
Beastkeepers:Combat Drugs: Beastkeepers always count as having Stimulants in order to keep up with the Beasts.
Arena Beasts:Savage: If the Beastkeeper is slain the Arena Beats gain the Rage rule, however they assault the closest unit, regardless of whether it's an enemy unit or not!
Warp Beasts: From the Warp: If the Beastkeeper is slain roll a D3. This is the number of game turns the Beasts will remain on the table for until they vanish. They vanish at the end of the Assault Phase. Begin counting the turns from the start of your next Movement Phase. The unit will still concede a Kill Point if they vanish.
ArchAngel of Pain-100 points
The Dark Eldar sometimes take ornate caskets and drop them onto the battlefield from height. These caskets contain powerful imprisoned spirits which, upon release, will wreck havoc around their immediate location before vanishing into the ether
WS:4, BS:4, S:5 T:5, W:3, I:6, A:3, Ld:-, Sv-4+
Unit: 1 Archangel
Weapons: The Archangel has no need of weapons, but sometimes carries a sword or spear. Treat it as having a single CC weapon.
Rules: Winged (Jump Infantry), Monstrous Creature
Apparition: The Archangel's Save is treated as Invulnerable. It always counts as passing any sort of Leadership or characteristic test.
In addition, after every Assault Phase roll a D6 and add the turn number to the score. If the score is 8 or better the Angel vanishes, and is removed from play. If it vanishes in this way it does not concede a Kill Point, but still counts for Victory Points.
The Casket: On the first turn of the game, you must deep strike a single marker onto the board, representing the casket in which the Archangel resides. If the marker would be forced to take a Mishap roll, move it the minimum distance required to stop this from happening.
The opponent has their turn to try and destroy the pod before the Angel is summoned – the pod will count as an immobile Armour 14 (all around) vehicle which ignores the additional effects of weapons such as Lances, Melta, Gauss, or Ordnance.
In the Dark Eldar player’s next movement phase, replace the Vessel with the Archangel of Pain. The Angel may act normally in the turn this occurs, and does not count as moving that turn (yet).
Stalkers-25 points a model
Stalkers are the most malevolent of all Mandrakes, and are often never seen during a battle, still taking many lives.
WS:4, BS:4, S:3, T:3, W:1, I:6, A:2, Ld:9, Sv:5+
Squad: 3-6 Stalkers
Weapons: Poisoned Blades (3+), Splinter Pistol, offensive grenades
Rules: Fleet
Shadow Skinned: Stalkers receive a 6+ Cover Save in the open
Shadow Sneak- Stalkers always start the game in Reserve. When they come in, they may arrive anywhere on the board, but not within 1" of any units on the table. They may not shoot, but can assault as normal that turn.
Troops
Dark Eldar Warriors-7 points per model.
Warriors are the basic troop of the Dark Eldar race.
Warrior: WS:4, BS:4, S:3, T:3, W:1, I:5, A:1, Ld:8, Sv:5+
Sybarite: WS:4, BS:4, S:3, T:3, W:1, I:5, A:2, Ld:9, Sv:5+
Squad- 5-20 Warriors.
Weapons- Splinter rifle,
Rules: Fleet, Fearless Reavers, Prisoners.
Options: One Warrior may become a Sybarite for +5 points. He may take Wargear at the normal points cost.
For every 5 models in the squad one Warrior may exchange his splinter rifle for a Shredder at +10 points, a Blaster at +15 points, a Splinter Cannon for +20 points or a Dark Lance for +20 points.
The squad may be mounted in a Raider for the appropriate cost if the squad numbers 12 or less.
Mandrakes-11 points per model
Mandrakes lurk in the shadows, emerging only to silently cut the throats of their foes
WS:4, BS:4, S:3, T:3, W:1, I:5, A:1, Ld:8, Sv:6+
Squad:5-15 Mandrakes.
Weapons- Splinter Pistol, Poisoned Blades (4+), offensive grenades
Rules: Infiltrate, Scouts, Fleet
Shadow Skinned- Mandrakes receive a 6+ Cover Save in the open.
From the Shadows- When Outflanking, Mandrake squads may always choose which board edge they come in on.
Khainite Warriors-11 points per model
Khanite Warriors make up the majority of the Khainite Temples' fighting forces. These are Warriors who worship at the Temple, who are rewarded with bronze armour and deadly combat swords.
Warrior: WS:4, BS:4, S:3, T:3, W:1, I:4, A:1, Ld:8, Sv:4+
Sybarite: WS:4, BS:4, S:3, T:3, W:1, I:4, A:2, Ld:9, Sv:4+
Squad- 5-15 Warriors.
Weapons- Splinter rifle, splinter pistol, close combat weapon, offensive grenades.
Rules: Fleet, Fearless Reavers, Prisoners.
0-1: Only one unit of Khainite Warriors may be taken.
Options: One Warrior may become a Sybarite for +5 points. He may take Wargear at the normal points cost. He may take the Blessing of Khaine for +10 points.
For every 5 models in the squad one Warrior may exchange his splinter rifle for a Shredder at +10 points, a Blaster at +15 points or a Splinter Cannon for +20 points.
The squad may be mounted in a Raider for the appropriate cost if the squad numbers 12 or less.
Dedicated Transports
Raider Transport-30 points
Signature vehicle of the Dark Eldar, Raiders carry the foul reavers to battle.
Front:10, Side:10, Rear:10, BS:4
Crew-2 Dark Eldar
Weapons: Dark Lance
Type- Skimmer, Fast, Open-Topped.
Capacity-12
Wargear: May take Vehicle Wargear.
Options: Replace Dark Lance for Disintegrator at +5 points.
Rules:
Counter-Strike- Should the Raider be assaulted, it's passengers will fight back. If the Raider is assaulted while carrying passengers, the unit in the Raider may fight in the Assault Phase. Enemy units may choose to direct their attacks either against the Raider or its passengers.
Fast Attack
Hellions-15 points per model
Hellions are Wyches who have trained to fight on skyboards. These boards provide them with great movement speed and deadly new combat tecniques.
Hellion: WS:4, BS:4, S:3, T:3, W:1, I:6, A:1, Ld:8, Sv:5+
Succubus: WS:4, BS:4, S:3, T:3, W:1, I:6, A:2, Ld:9, Sv:5+
Squad- 5-15 Hellions.
Weapons- Hellglaive, Hellion Skyboard, Combat Drugs (one type, cannot have Stimulants)
Hellglaive: This is a close-combat weapon with a built-in splinter rifle that adds +1 to the bearer's Strength. It may not be used with other weapons.
Rules: Fearless Reavers, Prisoners, Jump Infantry.
Options: One Hellion may become a Succubus for +5 points. She may take Wargear at the normal points cost.
Reaver Jetbikes-22 points per model.
Reaver Jetbikes are piloted by skilled Warriors, and race ahead of the main Dark Eldar force.
Reaver: WS:4, BS:4, S:4, T:3(4), W:1, I:5, A:1, Ld:8, Sv:4+
Reaver Sybarite: WS:4, BS:4, S:4, T:3(4), W:1, I:5, A:2, Ld:9, Sv:4+
Unit: 3-10 Reavers
Weapons: Splinter Pistol, Reaver Jetbike with Splinter Rifle with Soul-Seeker Ammuntion.
Options: For every 5 models in the squad one may exchange the Splinter Rifle on their bike with a Shredder for +10 points, a Blaster for +15 points or a Splinter Cannon at +20 points.
One Reaver may become a Sybarite for +5 points and may select Wargear at the normal points cost.
Rules: Eldar Jetbikes, Prisoners
Mad: Reaver Jetbike pilots are often clinically insane.If they do not move during the Movement phase they may Turbo-Boost into an enemy unit into the Assault Phase and engage them in combat. However, for each model in the unit, roll a D6. On a roll of a 4+ the unfortunate pilot crashes before they get to the enemy and are immediately removed as a casualty. The surviving models however gain the Furious Charge rule for that turn.
Hellbats- 16 points per model
Hellbats come from the Scourge eyries, swooping onto the battlefield and taking heads
Hellbat: WS:4, BS:4, S:3, T:3, W:1, I:5, A:1, Ld:8, Sv:5+
Sybarite: WS:4, BS:4, S:3, T:3, W:1, I:4, A:2, Ld:9, Sv:5+
Squad: 5-15 Hellbats
Weapons: Splinter Pistol, CC weapon, haywire grenades
Rules: Winged (Jump Infantry), Fearless Reavers, Prisoners, Deep Strike
Headhunters: Any roll of 6 when rolling To Wound rolls counts as being made by a Power Weapon.
Options: One Hellbat may become a Sybarite for +5 points, he may take Wargear at the normal points cost. If the squad numbers 10 or more, up to two Hellbats may exchange their splinter pistol for a shredder or blaster for +10 points.
Pillager-65 points per model
The Pillager is a light transport bristling with light weapons. Because it was designed to snare prisoners, it also possesses numerous nerve whips, to be used by passengers.
Front:11, Side:10, Rear:10, BS:4
Squadron- 1-3 Pillagers
Type: Fast, Skimmer, Open Topped
Capacity- Up to 8 Dark Eldar
Weapons- Splinter Cannon, two twin-linked Splinter Rifles. Pillagers also have Slave Snares and a Torture Amp.
Options: May take Vehicle Wargear.
Rules:
Counter-Strike: See the Raider entry
Raiding Vehicle: Instead of moving normally in the Movement Phase, a Pillager may instead move in the Assault Phase. Treat the Pillager as having assaulted an enemy unit. As per the Counter-Strike rule, any passengers on board may fight in the Assault Phase, receiving a charge bonus as normal. In addition the unit takes 2D6 S4 hits with armour saves allowed from the slave snares of the Pillager. Any model killed by the slaves snares or any passengers on the turn the unit charges are immediately taken prisoner without having to roll a D6.
Raven-75 points per model
Ravens swoop down onto the battlefield to support their comrades on the ground.
Front Armour:10, Side Armour:10, Rear Armour:10, BS:4
No/squadron- 1-3 Ravens
Crew: 1 Dark Eldar
Type: Fast, Skimmer.
Weapons: Two Dark Lances, Splinter Cannon.
Options: May take any Vehicle Wargear it is allowed.
Razorwing-100 points per model
The Razorwing is a heavily armed variant of the Raven.
Front:11, Side:10, Rear:10, BS:4
Squadron: 1-3 Razorwings
Type- Fast, Skimmer
Crew- 2 Dark Eldar
Weapons: Horrorfex, two Dark Lances, two Splinter Cannons
Options: May take any Vehicle Wargear it is allowed
Heavy Support
Ravager-100 points per model
Ravagers are a heavily armed variant of the Raider.
Front:11, Side:11, Rear:10, BS:4
Squadron- 1-3 Ravagers
Type- Fast, Skimmer, Open-Topped
Crew- 4 Dark Eldar
Weapons: Three Dark Lances
Options: Replace any Dark Lance with a Disintegrator for +5 points. May take Vehicle Wargear.
Scourges-15 points per model
From the dark eyries of Commoragh, Scourges modify their wings to be able to carry heavy weapons and fire them on the move
Scourge: WS:4, BS:4, S:4, T:3, W:1, I:4, A:1, Ld:8, Sv:5+
Scourge Sybarite: WS:4, BS:4, S:4, T:3, W:1, I:4, A:2, Ld:9, Sv:5+
Unit: 5-15 Scourges
Weapons: Splinter rifles
Options: One Scourge may upgrade to Sybarite for +5 points and may take Wargear at the first points cost. In addition, he may exchange his Splinter Rifle for a Splinter Cannon for +20 points.
Up to 5 Scourges in the squad may exchange their splinter rifles for a Splinter Cannon or Dark Lance for +20 points, or a Disintegrator for +25 points.
Rules: Prisoners, Scourge Wings
Scourge Wings: The unit type is Jump Infantry (Jet Pack). See the rulebook or Tau Codex for details.
Talos-100 points per model.
Built by Haemonculi in their fits of madness, Talos are anti-grav torture machines with the sole purpose of disembowelling anything in its way.
WS:4, BS:3, S:7, T:6, W:3, I: D6, A: D6, Ld:10, Sv:3+
Squad: 1-3 Talos
Weapons: Each Talos has a pair of claws (count as a pair of close combat weapons) and a twin-linked splinter rifle.
Rules: Monstrous Creature, Fearless, Spasmodic Fits, Wildfire
Spasmodic Fits: The movement and attack pattern of a Talos is spontaneous and erratic. It has a random Initiative and Attacks, as noted in its profile.
Wildfire: Each Shooting Phase, the squadron fires its twin-linked splinter rifles at the closest D6 enemy units. However, if a 1 is rolled, the attack is directed at the closest allied unit.
Pit of Slaves- 120 points
Dark Eldar may sometimes build great Pits to keep their slaves in before transporting them to Commoragh. These Pits are often targeted by enemy forces, and so are also built to have some defence mechanisms.
You may include 1-3 Pits of Slaves as a single Heavy Support Choice. They are deployed seperately and operate independently during the game.
Front Armour:11, Side Armour:11, Rear Armour:11, BS:1
Type: Immobile Vehicle, Open-Topped
Crew: None
Weapons: None
Rules:
Not a Vehicle: The Pit of Slaves ignores all vehicle damage results apart from Destroyed and Explodes.
Deployment- The Pit is deployed normally, and during Dawn of War missions it may deploy alongside any other units you may normally deploy (it is assumed the Pit was built before the start of the battle and has been there for a while.)
Slaves: Each Pit contains 10 Slaves at the start of the battle. If a Dark Eldar unit takes prisoners these prisoners may be sent to the nearest Pit within 24" Each prisoner counts as one slave, and an Independant Character counts as 2.
Energy Release: Torturers inside the Pit can extract energy from tortured slaves and use it for various purposes. Each Pit can use up to 2 abilities per game turn, each killing off a number of slaves. Abilities are:
Shriek of Terror:Used in the Shooting Phase, costs one Slave. The Pit of Slaves may launch up to D3 Terrorfex Grenades with no line of sight required and a range of 24". You may re-roll the D3 any number of times by sacrificing one slave per re-roll. You may not fire at the same unit twice.
Shriek of Horror: Used in the Shooting Phase, costs one Slave. The Pit may shoot one Xenospasm grenade with a range of 18" and no line of sight required.
Open the Gate: Used in the Movement Phase, costs 2 Slaves. During this Movement Phase the Pit counts as a Webway Portal.
Evil Cloak: Used in the Shooting Phase, costs 3 Slaves. During the enemy's next Shooting Phase all Dark Eldar units within 6" of the Pit count as having a Night Shield, including the Pit itself. Counts as using 2 abilities.
Soulstorm: Used in the Shooting Phase, costs 4 Slaves. The Pit fires a weapon with the following profile:
Range 24", S10, AP 4, Assault 1, Large Blast, Ignores Cover, Pinning.
The Soulstorm may only glance vehicles, and counts as 2 abilities.
Soul Prison-120 points
Captured Spirit Stones may be used to create Soul Prisons, where Eldar souls may spend an eternity of torture.
Front:12, Side:12, Rear: 12
WS:4, BS:4, S:7, I:4, A:3, Ld:10
Type: Walker
Weapons: Wrist-mounted Terrorfexi (counts as twin-linked Xenospasm)
A Soul Prison may become a Khainite Soul Prison for +25 points. It gains the Blessing of Khaine wargear, and a Dark Blade
Dark Blade: Dark Blades are sentient blades containing the souls of dead Khainites. Soul Prisons may re-roll either To Hit or To Wound rolls.
Rules:
Maelstrom of Torture: During the Movement Phase, roll a D6. On a roll of 1 the Soul Prison may not move, shoot or assault. Instead, it MUST fire a Soulstorm, as described in the Pit of Slaves entry, at the closest enemy unit in line of sight. If there is no suitable unit, the Large Blast Template is placed over the Soul Prison, and scatters 3D6, using the arrow on the Direct Hit side if it is rolled to determine direction of scatter.
Webway Portal-60 points
Dark Eldar may enter a battlefield by means of hidden, disused webway gates.
You may include 0-3 Webway Portals in your army. These do not use up a Force Organisation slot.
Front:10, Side:10, Rear:10, BS:0
Type: Immobile Vehicle.
Crew: None
Rules:
Not A Vehicle- See the Pit of Slaves entry.
Hidden: During deployment, secretly record and select what terrain pieces on the board house Webway Portals. Their location is revealed the first time they are used.
Reserves: Any Dark Eldar unit in Reserve may enter play within 6" of the Portal, apart from units elected to Deep Strike.
CODEX: DARK ELDAR
Hailing from the dread city of Commoragh the Dark Eldar are pirates without equal. It is unclear how exactly they survived the Fall, but they have founded cities in dark corners of the Webway, emerging to take slaves and pillage defenseless words.
Recently a strange phenomena has been seen within the Dark Eldar, as they appear to have restarted the worship of the Eldar war god, Kaela Mensha Khaine, and several such cults have emerged within Commoragh. It is unclear whether the temples are serious religious bodies or a new way for opportunistic Dark Eldar to make money from rich nobles.
In battle they prefer a fast approach, often riding sleek and potent skiffs such as the Raider and the Pillager. Their technology is equal to that of their craftworld cousins, and the two sides bitterly resent each other.
ARMY SPECIAL RULES
Fleet- As in the 40k rulebook
Fearless Reavers
The skills of a Dark Eldar army usually rotate around the hunt. Units with this special rule may always charge on the turn that they disembark from a transport, and count as being equpped with offensive grenades whenever they charge.
In addition, units which fall back from a combat involving Fearless Reavers may be consolidated into – if this is the case, the unit is immediately taken prisoner (see below).
Capturing Prisoners: For every enemy model killed by a Dark Eldar unit with this rule in close combat, roll a D6. On a 6 that model is taken as a prisoner. These prisoners may be used for a variety of purposes, such as being placed in the Pit of Slaves. Vehicles and Monstrous Creatures may not be captured.
If an Independent Character is captured he may be used as a Hostage. The Hostage is immediately placed within 6" of the point he was captured and counts as a normal objective.
WARGEAR
Note I'm using the old format. This is to save time, and because I like the idea of an Armoury.
Use the first points cost for upgrade characters and the cost in brackets for Independent Characters.
Animus Vitae- 15 (20)- Models with the Animus count as capturing 2 Prisoners for every 1 they capture. Once at least 4 have been taken the model gains +1WS and +1S
Agoniser- 15 (20)- The Agoniser is a power weapon that is also poisoned (4+)
Blessing of Khaine- +1 Attack. Khainite units only.
Banner of Commoragh- 20 for all. Any Dark Eldar unit within 24" of the Banner in line of sight rolls 3D6 for fleet and picks the highest. One per army.
Combat Drugs- 15(20)- Come in three types, must be bought seperately. The effects of the drugs are used in the Assault Phase, and only one Drug may be used at a time.:
Depressants- Model gains 3+ Feel No Pain, however each wound inflicted in this state causes 2 wounds.
Stimulants- Model gains a 12" charge and rolls 2D6 for fleet, picking the highest, but may not move next turn.
Rage Serum- Model gains D6 attacks on the charge but has their WS halved, rounding up.
Crucible of Malediction- 10 for all. Psykers that fail a psychic check within 24" of the Crucible always suffer a Perils of the Warp attack.
Gruesome Talismans- 5 for all. When resolving combat, a unit containing Gruesome Talismans adds +1 to their combat resolution score.
Haywire Grenades-10 for all. Any hit on a vehicle with a Haywire Grenade will glance on a 2+ and penetrate on a 6
Hellion Skyboard-15 for all. A model with a Skyboard moves as jump infantry and may Deep Strike.
Hell Mask-5 for all. A unit wishing to assault a model with a Hell Mask must pass a Ld check or they may not assault.
Incubus Armour-15 (20). A model wearing Incubus Armour has a 3+ Armour Save, but cannot use the Fleet rule. May not be taken by Wych Lords and Succubi, and may not be taken in conjunction with a Reaver Jetbike or a Hellion Skyboard.
Poisoned Weapon-5(10) A model with poisoned blades always wounds on a 3+. This may not be combined with the effect of the Agoniser or a power weapon.
Power Weapon-10(15). As in the rulebook.
Punisher-15(20)- The Punisher is a power weapon that adds 1 to the bearers S, but the bearer may not receive an extra attack in combat for having two weapons if he uses it.
Reaver Jetbike-25 for all. Eldar Jetbike that adds +1 to the riders S. A model riding a Jetbike may not use a Punisher.
Shadow Field-20(25). Grants a 2+ Invulnerable Save, however if this save is ever failed the Field becomes unusable for the rest of the game.
Soul Seeker Ammunition- 5 for all, only usable with splinter rifle or pistol. Soulseeker ammo alllows to hit rolls to be re-rolled.
Terrorfex- 15(20)This is a blast weapon with a range of 12". If it lands on at least one model from a unit that unit must take a Pinning check with a minus modifier equal to the number of models from the unit hit by the Terrorfex, to a maximum of -3.
Tormentor Helm-5 Grants +1 attack in combat
Xenospasm-25(30)- This is a Terrorfex that also has a S of 3 and AP of 3.
VEHICLE WARGEAR
Points cost is the same for all. Pits of Slaves and Soul Prisons may not take wargear.
Horrorfex-10. This is a Terrorfex that has a range of 18" and requires no line of sight.
Night Shield-15. A unit firing at a vehicle with a Shadow Field counts as being under the Night Fighting rules. Also, should the vehicle ever Explode as the result of shooting, roll a D6. On a 3+ it counts as Destroyed instead.
Scaling Nets-10. A unit embarking or disembarking from a vehicle with Scaling Nets may embark/disembark at any point during the vehicle's move. Raiders and Pillagers only.
Screaming Jets-20. A vehicle with these may Deep Strike. If the unit would come into contact with another, reduce the Scatter distance accordingly. In addition, all enemy units within 12" of the vehicle after it Deep Strikes must immediately take a Pinning check. Raiders, Ravagers and Pillagers only.
Slave Snares-15. If the vehicle passes over an enemy unit in the Movement phase, it takes 2D6 S4, Ap- hit, with no Cover Saves allowed. If the model becomes a casualty, it is taken prisoner.
Torture Amp-10. A vehicle with a Torture Amp may Tank Shock, but not Ram.
Trophy Rack-10. An enemy model within 6" of at least one Trophy Rack suffers -1 Ld.
UNITS
Unless otherwise stated, units are Infantry.
HQ
Arhra, Father of Scorpions-250 points. Unique.
Arhra was the oldest of the Striking Scorpions, and founded their Temple. He was the most brutal of all Phoenix Lords, but later became completely consumed by the chaos of war, and fell to darkness. He later found his way to Commorragh, where he founded the Incubi. He was later slain by Karandras, his successor, in a duel that lasted for seventeen days.
WS:7, BS:7, S:4, T:4, W:3, I:7, A:4(5), Ld:10, Sv:2+
Wargear: Blessing of Khaine (in profile), Scorpion's Stinger, Scorpion's Tail, Scorpion Claw (a normal power fist)
The Scorpion's Stinger is a Tormentor Helm that may be fired with the profile of a Splinter Pistol with Soul-Seeker ammunition.
The Scorpion's Tail is a Punisher which may re-roll To Hit rolls
Rules: Independent Character, Fleet, Fearless, Eternal Warrior, Fearless Reaver, Prisoners, Rage
Disciples: If Arhra leads a squad of Incubi the whole squad becomes Fearless, and is subject to Rage also. Also, Incubi squads may be taken as both an Elite or a Troops choice in an army containing Arhra.
Fallen Phoenix: Eldar despise Arhra, and with good reason. All models in an Eldar army which is battling a Dark Eldar army containing Arhra will gain the Preferred Enemy. However, Dark Eldar will gain +1 to hit (this is up to a maximum of 2+).
Also, if the Eldar army contains a Phoenix Lord, during deployment both Arhra and the Phoenix Lord are placed in the middle of the board in base to base contact. Treat them as being in combat, however during the battle both sides have a Charging Bonus and Preferred Enemy (each other) and no-one else may enter the combat. If the enemy army has two Phoenix Lords only one may duel with Arhra, and if one of them is Karandras, he MUST be selected as the Lord that duels Arhra.
Asdrubael Vect-300 points, unique.
Asdrubael Vect is the ruler of Commoragh and supreme Lord of the Kabal of the Black Heart. It is he who issues may punishments for Archons that go against him, each punishment original and gruesome.
Front: 14/12, Side: 14/12, Rear: 14/12
WS:6, BS:6, S:4, I:7, A:5, Ld:10
Type- Walker (moves as Skimmer), Fast, Open-Topped.
Wargear: Asdrubael rides the Dais of Destruction, and has 4 Incubi guard, a power weapon and a splinter pistol.
Dais of Destruction: This is a modified Ravager. It has a Dark Lance and two Disintegrators. Against shooting attacks it has an Armour Value of 14 all sides, but uses the alternate armour value against combat attacks.
Rules:
Dais of Supreme Dictatorship: So long as Vect is still alive, all allied units may use his Leadership in Leadership Tests.
Lelith Hesperax-150 points
"Lelith Hesperax! The most famous of all Wyches! Such power! Such grace! Such sheer confidence! Surely there is no-one who can best her might!"
Attributed to Lasko Pyre, later pronounced Insane and Heretic.
WS:8, BS:5, S:3, T:3, W:4, I:8, A:4. Ld:10, Sv:6+
Unit:1 (Unique)
Wargear: Death and Despair, Splinter Pistol, Shadow Field.
Death and Despair: This is an Agoniser that wounds on a 3+ and is also a Wych Weapon
Rules: Fleet, Fearless Reaver, Prisoners
Master of Evasion: Lelith has a 4+ Dodge save which may be used in Close Combat and Shooting
Gladiatoral Cult: In an army containing Lelith, Wych Gladiators AND Wych Beasthunters can be taken as Troops choices. In addition, all Wych Gladiators and Wych Lords in the army count as having Wych Weapons for free.
Combat Drugs: Lelith has all the types of Combat Drugs.
Urien Rakarth-175 points
Urien Rakarth is the best (and most expensive to hire) Haemonculus in all of Commoragh, who believes he can find perfection through the extreme modification of the body, a practise he has applied to himself and his experiments.
WS:5, BS:5, S:3, T:5, W:3, I:5, A:4, Ld:10, Sv:4+
Unit: 1 (Unique)
Weapons: Crucible of Malediction, Torturer's Tools, Stinger, Animus Vitae, Hell Mask
Torturer's Tools: These consist of an Agoniser that wounds on a 3+ and a Scissorhand that causes Instant Death. Urien may choose to divide his attacks in combat between these two weapons in any way he wishes.
Rules: Fearless Reaver, Prisoners, Independent Character
Insane Scientist: Urien is the most mad of all the Haemonculi. Any number of Grotesque Squads and 0-2 Talos may be taken as a Troops choice in an army containing Urien. Grotesques selected as an Elites choice may become Uber Grotesques at +4 points a model. They gained Poisoned Weapons as detailed in the Grotesuqes entry and their Toughness is increased by 1.
Field Experiments: Urien is known to suddenly leap upon members of his forces and unwillingly transform them. If Urien joins a squad, during the Movement Phase he may attempt to tranform up to 10 members of it. Roll a D6 for each selected squad member and consult the chart:
1,2- "I don't think I should have cut that..."- The model dies.
3- "That looked vaguely important..."- The model's stats are permanently halved (rounding up)
4- "This should work well."- The model gains +1 S and +1 I, but -1T
5- "Add more flesh!"- The model becomes a Grotesque (no upgrades)
6-"Eureka!"- The model becomes an Uber Grotesque
This ability cannot be used on Beasts, Monstrous Creatures, Daemons or Grotesques.
Drazhar, Master of Blades-100 points
Drazhar is the ultimate bodyguard, fiercely loyal to both his employer and his paycheck.
WS:6, BS:4, S:5, T:3, W:3, I:6, A:4(5), Ld:10, Sv:3+
Unit: One Incubus in an Archon's Retinue may be upgraded to Drazhar for the cost listed. He is Unique.
Wargear: Disemboweller Scythes, Tormentor Helm (in profile).
Disemboweller Scythes: These are a pair of power weapons that re-roll all To Wound Rolls. In addition, each hit caused by the Scythes counts as two hits.
Rules: Fearless Reaver, Prisoners, Look Out Sir- Arrgh! (as Codex: Imperial Guard)
Blade Master: Drazhar's blade mastery is such that he can slice bullets in two. He bestows a 5+ Invulnerable Save to his squad as he leaps in front to deflect rounds. This is increased to 4+ in combat, but in combat he may only protect himself or his Archon.
Slicer: If Drazhar rolls a 6 to Wound, the attack causes Instant Death.
Black Avatar-180 points
Occasionally an Eldar Craftworld will drift into the dread city, bringing with it the might of an Avatar. These Avatars are not summoned with a Young King, but rather with a particularly sick, twisted individual. Eventually exposure to Commoragh and a combination of mysterious factors turns an Avatar into a being of sheer terror, to the extent that even it's summoners will stay away from it in battle.
WS:10, BS:5, S:6, T:6, W:4, I:7, A:5, Ld:10, Sv:3+, Inv. Sv:4+
Unit:1 (unique)
Wargear: Dark Blade
Dark Blade: Dark Blades are sentient blades containing the souls of dead Khainites. The Black Avatar re-rolls either To Hit or To Wound rolls.
Rules: Daemon, Fearless, Monstrous Creature
Icon of Despair: Units that try to move within 12" of the Avatar, or are already within 12", must pass a Leadership Check on 3D6. If it is failed, the unit may not move, Run or assault that turn.
Molten Form: Melta weapons and Template weapons have no effect on the Avatar. Daemonic Fire will still work.
Fire Trail: The Black Avatar may swing it's blade in such a way that a plume of fire erupts out of it. It has a range attack with the following profile:
Range: Template, S:5, AP:4, Type: Assault 1, Pinning, Ignores Cover saves.
The template is placed anywhere within 6" of the Avatar and must be placed sideways.
(-----
Like that, if thats any help. Hopefully you get my point.
Ava
Archon-55 points.
Archons lead their troops into battle in search of slaves and leave only destruction in their wake. They often hire Incubi bodyguards, as a measure to protect themselves from their enemies, and their own ambitious followers.
WS:6, BS:5, S:3, T:3, W:3, I:6, A:3, Ld:10, Sv:5+
Wargear: Splinter Pistol and CC weapon.
May exchange one of these for a Splinter Rifle for free, access to Wargear at Independent Character prices.
Rules:Fleet, Fearless Reaver, Prisoners, Independent Character
Retinue- May take a unit of Incubi as part of his own unit. These do not use up an Elites Slot.
Distrust: Archons don't necessarily trust their subordinates. If the Archon's unit fails a Leadership test and contains a Sybarite, the Sybarite is immediately killed. The Archon may then promote another member of the squad to Sybarite, however the Wargear the original Sybarite had is lost.
Throne of Power
Some Archons direct their forces from a Raider platform, driving the craft into brutal combats.
Front:12, Side:12, Rear: 12
WS:6, BS:5, S:4, I:6, A:3, Ld:10
Type: Walker (but is treated as a Skimmer for movement purposes.), Open-Topped, Fast
Wargear-Dark Lance, Splinter Pistol, CC weapon.
Options: May take Vehicle Wargear.
The Archon may exchange his CC weapon for a Punisher, Power Weapon or Agoniser at the points listed for Independent Characters in the Infantry Wargear section, or exchange his Splinter Pistol for a Splinter Rifle for free.
The Raider may exchange it's Dark Lance for a Disentegrator at +5 points. It may also have side gunners with either Dark Lances for +30 points or Disintegrators for +40 points.
Rules:
Dais of Dictatorship- Any allied unit within 24" of the Raider-Throne may use its Leadership instead of the unit's own.
Retinue- Up to 4 Incubi can be added to the Throne. Their attacks are added to the Throne's profile. These attacks count as being made by a Punisher and so are resolved at S5, with no armour saves allowed.
Wych Lord-65 points
Wych Lords are either the best arena champions, or Archons who fancy their own chances in the arena. The latter doesn't last long, but both are potent commanders
WS:7, BS:4, S:3, T:3, W:3, I:7, A:3, Ld:10, Sv:6+
Wargear: Splinter Pistol, CC weapon
May take the Blessing of Khaine at +15 points, and may exchange CC weapon for a Wych Weapon at +10 points.
May take Wargear at the cost for Independent Characters
Rules: Independent Character, Fleet, Fearless Reaver, Prisoners
Dodge: Wych Lords receive a 4+ Invulnerable Save in close combat. This cannot be used if the Wych Lord rides a Reaver Jetbike.
Retinue: May take a unit of Wych Gladiators as a Retinue. These do not use up an Elites slot.
Wych Cult: An army containing a Wych Lord may take Wych Gladiator squads as Troops choices.
Priest of Khaine-80 points
Priests of Khaine lead worship in the Khaine Temples and on the battlefield. They are responsible for calling the Avatar and for keeping their god happy with sacrifices
WS:4, BS:4, S:3, T:3, W:3, I:5, A:2, Ld:10, Sv:5+
Weapons: Ceremonial Staff, Splinter Pistol
Ceremonial Staff- This is a close combat weapon that adds +1S to the bearer, although they may not claim a bonus for having two close combat weapons.
Options: May take the Blessing of Khaine for +10 points
May take a Retinue of Khainite Warriors or Incubi. If the priest takes Incubi any Incubus may take the Blessing of Khaine for +10 points each.
Rules: Fleet, Fearless Reaver, Prisoners
Khainite Cult: If the army includes a Priest of Khaine, Khainite Warriors lose the 0-1 rule.
Wards of Khaine: Priests of Khaine have a 6+ Invulnerable Save
Ritualistic Sacrifice: Should the Priest of Khaine and his squad take Prisoners, one may be used in a Sacrifice. The prisoner is killed. The Dark Eldar player may then select one of these options. This will apply to the Priest and his squad for the next player turn:
The entire squad gains a 5+ Invulnerable Save
The entire squad gains the Counter-Attack rule
The entire squad gains the Furious Charge rule
The squad may both shoot and run in the next Shooting Phase
Haemonculi- 30 points per model
Haemonculi are masters of torture. They use battle as an excuse to try new experiments out against the enemy, or to conduct strange studies.
WS:4, BS:4, S:3, T:4, W:2, I:4, A:2, Ld:9, Sv: 5+
Squad: 1-3 Haemonculi.
Weapons: Stinger and Poisoned Weapon (4+)
Options: May exchange Stinger for a Destructor for +10 points. May exchange Poisoned Weapon for a Scissorhand at +15 points.
Scissorhand: This weapon counts as Two Poisoned Weapons (2+)
Stinger: Stingers always wound their target on a 2+, and have no effect on vehicles. A model killed by a Stinger will explode in a gory fashion. Place the Blast marker where the model was. Any model touched by the template is wounded on a 4+. The AP of this attack is equal to the Armour Save of the dead model, so an exploding Space Marine would be AP3.
Rules: Fearless Reaver, Prisoners, Independent Character (negated if there are 2 or 3 Haemonculi in the squad.)
Mad Scientist: For every squad of Haemonculi in your army you may take one unit of Grotesques OR 1 Talos as a Troops choice.
Different Purposes: You may choose to seperate the Haemonculi from each other at any point in your Movement Phase, if the squad numbers 2 or more. At this point they benefit from the Independent Character rule again.
Elites
Incubi-23 points a model
The Incubi are a society of bodyguards, lending their services to whoever pays them.
WS-BS-S-T-W-I-A-Ld-Sv
Incubus: WS:5, BS:4, S:3, T:3, W:1, I:5, A:1, Ld:8, Sv:3+
Master: WS:5, BS:4, S:3, T:3, W:1, I:5, A:2, Ld:9, Sv:3+
Squad: 3-10 Incubi
Wargear- Splinter Pistol, Punisher, Tormentor Helm
Rules: Fearless Reavers, Prisoners
Options: Any number of Incubi may upgrade to an Incubi Master at +10 points. An Incubi Master may take the Blessing of Khaine for +10 points. For every 5 Incubi in the squad, one Incubus may exchange his punisher for a shredder or blaster for free, or instead exchange his splinter pistol for a Shredder or Blaster at +20 points.
Wych Gladiators-12 points per model.
All Wyches are masters of arena combat. Wych Gladiators spend their time in the arena fighting other Wyches and man-sized creatures.
Wych: WS:4, BS:4, S:3, T:3, W:1, I:5, A:1, Ld:8, Sv:6+
Succubus: WS:4, BS:4, S:3, T:3, W:1, I:6, A:2,Ld:9, Sv:6+
Squad: 5-20 Wyches
Weapons: Splinter Pistol and CC weapon.
Options: One Wych may become a Succubus for +10 points, and may take Wargear at the normal points cost.
For every 10 Wyches in the squad one may exchange their splinter pistol for a Shredder at +10 points or a Blaster for +15 points.
The entire squad may exchange their CC weapons for Wych weapons at +2 points per model.
Wych Weapons: Wych Weapons negate any bonus attacks received by the enemy for having more than one CC weapon. When an enemy model attacks a model with a Wych Weapon their WS is reduced to half of what it was (rounding up), however this ability does not work if the model is a Monstrous Creature or a Walker.
The squad may be mounted in a Raider (see Transport section for cost).
Rules: Fleet, Fearless Reavers, Prisoners
Dodge: Wyches receive a 4+ Invulnerable Save in close combat.
Combat Drugs: All Wyches in the squad have Combat Drugs. The type of Drug used is decided pre-game.
Wych Beasthunters-16 points per model
All Wyches are masters of arena combat. Wych Beasthunters spend their time in the arena fighting huge beasts, and so are adept at dealing with them.
Beasthunter: WS:4, BS:4, S:3, T:3, W:1, I:5, A:1, Ld:8, Sv:6+
Succubus: WS:4, BS:4, S:3, T:3, W:1, I:6, A:2, Ld:9, Sv:6+
Squad:5-10 Wyches
Weapons: Hunting Sword, Splinter Pistol
Hunting Swords are Rending Weapons, however they cannot harm Vehicles.
Options:
One Wych may become a Succubus for +10 points, and may select Wargear at the normal points cost.
Up to 2 Wyches in the squad may exchange their Hunting Swords for Agonisers at +15 points.
The squad may take a Raider (See Transport section for cost).
Rules: Fleet, Fearless Reavers, Prisoners, Preferred Enemy (Monstrous Creatures)
Dodge: Wyches receive a 4+ Invulnerable Save in close combat.
Combat Drugs: All Wyches in the squad have Combat Drugs. The type of Drug used is decided pre-game.
Grotesques- 16 points per model
Grotesques are the results of the experiments of Haemonculi or indeed self harm. They are freakish creatures indeed to face in battle.
Grotesque: WS:3, BS:0, S:4, T:4, W:2, I:3, A:2, Ld:6, Sv:6+
Haemonculus: WS:4, BS:4, S:3, T:4, W:2, I:4, A:2, Ld:9, Sv: 5+
Squad: 1 Haemonculus (points cost listed in Haemonculus entry, (does NOT benefit from the Mad Scientist rule) and 4-19 Grotesques
Weapons: The Haemonculus has a Stinger and a Poisoned Weapon (4+). Grotesques have a single CC weapon.
Options: The Haemonculus may choose upgrades from the Haemonculus entry. You may give Grotesques in the squad Poisoned Weapons (4+) for +2 points per model, but this must be taken by every Grotesque in the squad.
If the squad numbers 12 models or less they may take a Raider for the cost listed in the Transport section.
Rules:
Grotesques: Feel No Pain, Slow and Purposeful, Rage
Haemonculus: Fearless Reaver, Prisoners
The Haemonculus Commands: So long as the Haemonculus lives the Grotesques benefit from the Fearless Reavers and Prisoners rules and ignore the Slow and Purposeful and Rage rules.
Should the Haemonculus die the Grotesques will not be able to embark onto Transport Vehicles.
Freakish Appearance: Units wishing to attack in Close Combat or Charge a unit of Grotesques must pass a Leadership check. If this is failed the unit gains no bonus attacks for Charging and hit the Grotesques on a roll of 6 only.
Wych Beastkeeper and Beasts
Unit consists of 1 Beastkeeper (30 points) and Arena Beasts at 12 points per model OR Warp Beasts at 20 points per model.
Some Wych Beasthunters who survive in the arena long enough become Beastkeepers, preparing the beasts of the arena for their battles. In battle they use their skills to command beasts from their own personal menagerie, or indeed conjured from the Warp itself.
Beastkeeper: WS:4, BS:4, S:3, T:3, W:1, I:6, A:2, Ld:10, Sv:6+
Arena Beast: WS:3, BS:0, S:3, T:3, W:1, I:6, A:3, Ld:5, Sv:6+
Warp Beast: WS:4, BS:4, S:3, T:3, W:1, I:6, A:3, Ld:7, Sv:5+, Inv Sv:5+
Squad: 1 Beastkeeper and 2-9 Beast. You must select either Arena Beasts OR Warp Beast, not both.
Weapons: The Beastkeeper has an Agoniser and Splinter Pistol.
Arena Beasts count as having a single Rending Weapon.
Warp Beasts count as having a single Power Weapon that is also Rending.
Rules: Fleet, Beasts.
Beastkeepers:Combat Drugs: Beastkeepers always count as having Stimulants in order to keep up with the Beasts.
Arena Beasts:Savage: If the Beastkeeper is slain the Arena Beats gain the Rage rule, however they assault the closest unit, regardless of whether it's an enemy unit or not!
Warp Beasts: From the Warp: If the Beastkeeper is slain roll a D3. This is the number of game turns the Beasts will remain on the table for until they vanish. They vanish at the end of the Assault Phase. Begin counting the turns from the start of your next Movement Phase. The unit will still concede a Kill Point if they vanish.
ArchAngel of Pain-100 points
The Dark Eldar sometimes take ornate caskets and drop them onto the battlefield from height. These caskets contain powerful imprisoned spirits which, upon release, will wreck havoc around their immediate location before vanishing into the ether
WS:4, BS:4, S:5 T:5, W:3, I:6, A:3, Ld:-, Sv-4+
Unit: 1 Archangel
Weapons: The Archangel has no need of weapons, but sometimes carries a sword or spear. Treat it as having a single CC weapon.
Rules: Winged (Jump Infantry), Monstrous Creature
Apparition: The Archangel's Save is treated as Invulnerable. It always counts as passing any sort of Leadership or characteristic test.
In addition, after every Assault Phase roll a D6 and add the turn number to the score. If the score is 8 or better the Angel vanishes, and is removed from play. If it vanishes in this way it does not concede a Kill Point, but still counts for Victory Points.
The Casket: On the first turn of the game, you must deep strike a single marker onto the board, representing the casket in which the Archangel resides. If the marker would be forced to take a Mishap roll, move it the minimum distance required to stop this from happening.
The opponent has their turn to try and destroy the pod before the Angel is summoned – the pod will count as an immobile Armour 14 (all around) vehicle which ignores the additional effects of weapons such as Lances, Melta, Gauss, or Ordnance.
In the Dark Eldar player’s next movement phase, replace the Vessel with the Archangel of Pain. The Angel may act normally in the turn this occurs, and does not count as moving that turn (yet).
Stalkers-25 points a model
Stalkers are the most malevolent of all Mandrakes, and are often never seen during a battle, still taking many lives.
WS:4, BS:4, S:3, T:3, W:1, I:6, A:2, Ld:9, Sv:5+
Squad: 3-6 Stalkers
Weapons: Poisoned Blades (3+), Splinter Pistol, offensive grenades
Rules: Fleet
Shadow Skinned: Stalkers receive a 6+ Cover Save in the open
Shadow Sneak- Stalkers always start the game in Reserve. When they come in, they may arrive anywhere on the board, but not within 1" of any units on the table. They may not shoot, but can assault as normal that turn.
Troops
Dark Eldar Warriors-7 points per model.
Warriors are the basic troop of the Dark Eldar race.
Warrior: WS:4, BS:4, S:3, T:3, W:1, I:5, A:1, Ld:8, Sv:5+
Sybarite: WS:4, BS:4, S:3, T:3, W:1, I:5, A:2, Ld:9, Sv:5+
Squad- 5-20 Warriors.
Weapons- Splinter rifle,
Rules: Fleet, Fearless Reavers, Prisoners.
Options: One Warrior may become a Sybarite for +5 points. He may take Wargear at the normal points cost.
For every 5 models in the squad one Warrior may exchange his splinter rifle for a Shredder at +10 points, a Blaster at +15 points, a Splinter Cannon for +20 points or a Dark Lance for +20 points.
The squad may be mounted in a Raider for the appropriate cost if the squad numbers 12 or less.
Mandrakes-11 points per model
Mandrakes lurk in the shadows, emerging only to silently cut the throats of their foes
WS:4, BS:4, S:3, T:3, W:1, I:5, A:1, Ld:8, Sv:6+
Squad:5-15 Mandrakes.
Weapons- Splinter Pistol, Poisoned Blades (4+), offensive grenades
Rules: Infiltrate, Scouts, Fleet
Shadow Skinned- Mandrakes receive a 6+ Cover Save in the open.
From the Shadows- When Outflanking, Mandrake squads may always choose which board edge they come in on.
Khainite Warriors-11 points per model
Khanite Warriors make up the majority of the Khainite Temples' fighting forces. These are Warriors who worship at the Temple, who are rewarded with bronze armour and deadly combat swords.
Warrior: WS:4, BS:4, S:3, T:3, W:1, I:4, A:1, Ld:8, Sv:4+
Sybarite: WS:4, BS:4, S:3, T:3, W:1, I:4, A:2, Ld:9, Sv:4+
Squad- 5-15 Warriors.
Weapons- Splinter rifle, splinter pistol, close combat weapon, offensive grenades.
Rules: Fleet, Fearless Reavers, Prisoners.
0-1: Only one unit of Khainite Warriors may be taken.
Options: One Warrior may become a Sybarite for +5 points. He may take Wargear at the normal points cost. He may take the Blessing of Khaine for +10 points.
For every 5 models in the squad one Warrior may exchange his splinter rifle for a Shredder at +10 points, a Blaster at +15 points or a Splinter Cannon for +20 points.
The squad may be mounted in a Raider for the appropriate cost if the squad numbers 12 or less.
Dedicated Transports
Raider Transport-30 points
Signature vehicle of the Dark Eldar, Raiders carry the foul reavers to battle.
Front:10, Side:10, Rear:10, BS:4
Crew-2 Dark Eldar
Weapons: Dark Lance
Type- Skimmer, Fast, Open-Topped.
Capacity-12
Wargear: May take Vehicle Wargear.
Options: Replace Dark Lance for Disintegrator at +5 points.
Rules:
Counter-Strike- Should the Raider be assaulted, it's passengers will fight back. If the Raider is assaulted while carrying passengers, the unit in the Raider may fight in the Assault Phase. Enemy units may choose to direct their attacks either against the Raider or its passengers.
Fast Attack
Hellions-15 points per model
Hellions are Wyches who have trained to fight on skyboards. These boards provide them with great movement speed and deadly new combat tecniques.
Hellion: WS:4, BS:4, S:3, T:3, W:1, I:6, A:1, Ld:8, Sv:5+
Succubus: WS:4, BS:4, S:3, T:3, W:1, I:6, A:2, Ld:9, Sv:5+
Squad- 5-15 Hellions.
Weapons- Hellglaive, Hellion Skyboard, Combat Drugs (one type, cannot have Stimulants)
Hellglaive: This is a close-combat weapon with a built-in splinter rifle that adds +1 to the bearer's Strength. It may not be used with other weapons.
Rules: Fearless Reavers, Prisoners, Jump Infantry.
Options: One Hellion may become a Succubus for +5 points. She may take Wargear at the normal points cost.
Reaver Jetbikes-22 points per model.
Reaver Jetbikes are piloted by skilled Warriors, and race ahead of the main Dark Eldar force.
Reaver: WS:4, BS:4, S:4, T:3(4), W:1, I:5, A:1, Ld:8, Sv:4+
Reaver Sybarite: WS:4, BS:4, S:4, T:3(4), W:1, I:5, A:2, Ld:9, Sv:4+
Unit: 3-10 Reavers
Weapons: Splinter Pistol, Reaver Jetbike with Splinter Rifle with Soul-Seeker Ammuntion.
Options: For every 5 models in the squad one may exchange the Splinter Rifle on their bike with a Shredder for +10 points, a Blaster for +15 points or a Splinter Cannon at +20 points.
One Reaver may become a Sybarite for +5 points and may select Wargear at the normal points cost.
Rules: Eldar Jetbikes, Prisoners
Mad: Reaver Jetbike pilots are often clinically insane.If they do not move during the Movement phase they may Turbo-Boost into an enemy unit into the Assault Phase and engage them in combat. However, for each model in the unit, roll a D6. On a roll of a 4+ the unfortunate pilot crashes before they get to the enemy and are immediately removed as a casualty. The surviving models however gain the Furious Charge rule for that turn.
Hellbats- 16 points per model
Hellbats come from the Scourge eyries, swooping onto the battlefield and taking heads
Hellbat: WS:4, BS:4, S:3, T:3, W:1, I:5, A:1, Ld:8, Sv:5+
Sybarite: WS:4, BS:4, S:3, T:3, W:1, I:4, A:2, Ld:9, Sv:5+
Squad: 5-15 Hellbats
Weapons: Splinter Pistol, CC weapon, haywire grenades
Rules: Winged (Jump Infantry), Fearless Reavers, Prisoners, Deep Strike
Headhunters: Any roll of 6 when rolling To Wound rolls counts as being made by a Power Weapon.
Options: One Hellbat may become a Sybarite for +5 points, he may take Wargear at the normal points cost. If the squad numbers 10 or more, up to two Hellbats may exchange their splinter pistol for a shredder or blaster for +10 points.
Pillager-65 points per model
The Pillager is a light transport bristling with light weapons. Because it was designed to snare prisoners, it also possesses numerous nerve whips, to be used by passengers.
Front:11, Side:10, Rear:10, BS:4
Squadron- 1-3 Pillagers
Type: Fast, Skimmer, Open Topped
Capacity- Up to 8 Dark Eldar
Weapons- Splinter Cannon, two twin-linked Splinter Rifles. Pillagers also have Slave Snares and a Torture Amp.
Options: May take Vehicle Wargear.
Rules:
Counter-Strike: See the Raider entry
Raiding Vehicle: Instead of moving normally in the Movement Phase, a Pillager may instead move in the Assault Phase. Treat the Pillager as having assaulted an enemy unit. As per the Counter-Strike rule, any passengers on board may fight in the Assault Phase, receiving a charge bonus as normal. In addition the unit takes 2D6 S4 hits with armour saves allowed from the slave snares of the Pillager. Any model killed by the slaves snares or any passengers on the turn the unit charges are immediately taken prisoner without having to roll a D6.
Raven-75 points per model
Ravens swoop down onto the battlefield to support their comrades on the ground.
Front Armour:10, Side Armour:10, Rear Armour:10, BS:4
No/squadron- 1-3 Ravens
Crew: 1 Dark Eldar
Type: Fast, Skimmer.
Weapons: Two Dark Lances, Splinter Cannon.
Options: May take any Vehicle Wargear it is allowed.
Razorwing-100 points per model
The Razorwing is a heavily armed variant of the Raven.
Front:11, Side:10, Rear:10, BS:4
Squadron: 1-3 Razorwings
Type- Fast, Skimmer
Crew- 2 Dark Eldar
Weapons: Horrorfex, two Dark Lances, two Splinter Cannons
Options: May take any Vehicle Wargear it is allowed
Heavy Support
Ravager-100 points per model
Ravagers are a heavily armed variant of the Raider.
Front:11, Side:11, Rear:10, BS:4
Squadron- 1-3 Ravagers
Type- Fast, Skimmer, Open-Topped
Crew- 4 Dark Eldar
Weapons: Three Dark Lances
Options: Replace any Dark Lance with a Disintegrator for +5 points. May take Vehicle Wargear.
Scourges-15 points per model
From the dark eyries of Commoragh, Scourges modify their wings to be able to carry heavy weapons and fire them on the move
Scourge: WS:4, BS:4, S:4, T:3, W:1, I:4, A:1, Ld:8, Sv:5+
Scourge Sybarite: WS:4, BS:4, S:4, T:3, W:1, I:4, A:2, Ld:9, Sv:5+
Unit: 5-15 Scourges
Weapons: Splinter rifles
Options: One Scourge may upgrade to Sybarite for +5 points and may take Wargear at the first points cost. In addition, he may exchange his Splinter Rifle for a Splinter Cannon for +20 points.
Up to 5 Scourges in the squad may exchange their splinter rifles for a Splinter Cannon or Dark Lance for +20 points, or a Disintegrator for +25 points.
Rules: Prisoners, Scourge Wings
Scourge Wings: The unit type is Jump Infantry (Jet Pack). See the rulebook or Tau Codex for details.
Talos-100 points per model.
Built by Haemonculi in their fits of madness, Talos are anti-grav torture machines with the sole purpose of disembowelling anything in its way.
WS:4, BS:3, S:7, T:6, W:3, I: D6, A: D6, Ld:10, Sv:3+
Squad: 1-3 Talos
Weapons: Each Talos has a pair of claws (count as a pair of close combat weapons) and a twin-linked splinter rifle.
Rules: Monstrous Creature, Fearless, Spasmodic Fits, Wildfire
Spasmodic Fits: The movement and attack pattern of a Talos is spontaneous and erratic. It has a random Initiative and Attacks, as noted in its profile.
Wildfire: Each Shooting Phase, the squadron fires its twin-linked splinter rifles at the closest D6 enemy units. However, if a 1 is rolled, the attack is directed at the closest allied unit.
Pit of Slaves- 120 points
Dark Eldar may sometimes build great Pits to keep their slaves in before transporting them to Commoragh. These Pits are often targeted by enemy forces, and so are also built to have some defence mechanisms.
You may include 1-3 Pits of Slaves as a single Heavy Support Choice. They are deployed seperately and operate independently during the game.
Front Armour:11, Side Armour:11, Rear Armour:11, BS:1
Type: Immobile Vehicle, Open-Topped
Crew: None
Weapons: None
Rules:
Not a Vehicle: The Pit of Slaves ignores all vehicle damage results apart from Destroyed and Explodes.
Deployment- The Pit is deployed normally, and during Dawn of War missions it may deploy alongside any other units you may normally deploy (it is assumed the Pit was built before the start of the battle and has been there for a while.)
Slaves: Each Pit contains 10 Slaves at the start of the battle. If a Dark Eldar unit takes prisoners these prisoners may be sent to the nearest Pit within 24" Each prisoner counts as one slave, and an Independant Character counts as 2.
Energy Release: Torturers inside the Pit can extract energy from tortured slaves and use it for various purposes. Each Pit can use up to 2 abilities per game turn, each killing off a number of slaves. Abilities are:
Shriek of Terror:Used in the Shooting Phase, costs one Slave. The Pit of Slaves may launch up to D3 Terrorfex Grenades with no line of sight required and a range of 24". You may re-roll the D3 any number of times by sacrificing one slave per re-roll. You may not fire at the same unit twice.
Shriek of Horror: Used in the Shooting Phase, costs one Slave. The Pit may shoot one Xenospasm grenade with a range of 18" and no line of sight required.
Open the Gate: Used in the Movement Phase, costs 2 Slaves. During this Movement Phase the Pit counts as a Webway Portal.
Evil Cloak: Used in the Shooting Phase, costs 3 Slaves. During the enemy's next Shooting Phase all Dark Eldar units within 6" of the Pit count as having a Night Shield, including the Pit itself. Counts as using 2 abilities.
Soulstorm: Used in the Shooting Phase, costs 4 Slaves. The Pit fires a weapon with the following profile:
Range 24", S10, AP 4, Assault 1, Large Blast, Ignores Cover, Pinning.
The Soulstorm may only glance vehicles, and counts as 2 abilities.
Soul Prison-120 points
Captured Spirit Stones may be used to create Soul Prisons, where Eldar souls may spend an eternity of torture.
Front:12, Side:12, Rear: 12
WS:4, BS:4, S:7, I:4, A:3, Ld:10
Type: Walker
Weapons: Wrist-mounted Terrorfexi (counts as twin-linked Xenospasm)
A Soul Prison may become a Khainite Soul Prison for +25 points. It gains the Blessing of Khaine wargear, and a Dark Blade
Dark Blade: Dark Blades are sentient blades containing the souls of dead Khainites. Soul Prisons may re-roll either To Hit or To Wound rolls.
Rules:
Maelstrom of Torture: During the Movement Phase, roll a D6. On a roll of 1 the Soul Prison may not move, shoot or assault. Instead, it MUST fire a Soulstorm, as described in the Pit of Slaves entry, at the closest enemy unit in line of sight. If there is no suitable unit, the Large Blast Template is placed over the Soul Prison, and scatters 3D6, using the arrow on the Direct Hit side if it is rolled to determine direction of scatter.
Webway Portal-60 points
Dark Eldar may enter a battlefield by means of hidden, disused webway gates.
You may include 0-3 Webway Portals in your army. These do not use up a Force Organisation slot.
Front:10, Side:10, Rear:10, BS:0
Type: Immobile Vehicle.
Crew: None
Rules:
Not A Vehicle- See the Pit of Slaves entry.
Hidden: During deployment, secretly record and select what terrain pieces on the board house Webway Portals. Their location is revealed the first time they are used.
Reserves: Any Dark Eldar unit in Reserve may enter play within 6" of the Portal, apart from units elected to Deep Strike.