CODEX DARK ELDAR -...

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CODEX DARK ELDAR Revised v. 2.7 Introduction The Dark Eldar Codex has been waiting for an update for a very long time, and in the process of coming up with ideas for how to revise the True Kin, I ended up collaborating with some very creative people, learning more and more about game design, and finally decided that I had to share my ideas with others. These rules are all unofficial and experimental, of course, though they’ve also seen significant playtesting, but I believe they could add some very fun and interesting elements to the game without unbalancing things. Most of this material is expansions and minor modifications to the existing Codex, with several new units, and some ideas for how to tweak some of the rules and units that most players agree don’t work so well anymore. The idea was to rebalance, and re-spark the vitality of the Dark Eldar, and I think I’ve succeeded pretty well so far. This document is meant to supplement “Codex: Dark Eldar” and I’ve only listed my own rules and changes to the existing rules and costs here. If you wish to use this modified codex you’ll need a copy of the second printing of the Dark Eldar Codex in order to use these rules. A few entries in this document require you to own a copy of “Codex: Eldar”, “Warhammer 40,000: Apocalypse”, “Imperial Armour: Apocalypse”, or the original “Imperial Armour 2”. Legal Disclaimer: The authors of this document make no claims on the ownership of Warhammer 40,000 and the other fictional characters of that universe. They are the property of Games Workshop, Black Library, and undoubtedly other individuals of whom I am only peripherally aware. The authors of this work receive no monetary benefit from their work and intend neither copyright infringement nor slight to the actual owners. We love the game and the fiction: otherwise we wouldn’t be doing this.

Transcript of CODEX DARK ELDAR -...

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CODEX

DARK ELDAR Revised

v. 2.7

Introduction The Dark Eldar Codex has been waiting for an update for a very long time, and in the process

of coming up with ideas for how to revise the True Kin, I ended up collaborating with some very creative people, learning more and more about game design, and finally decided that I had to share my ideas with others.

These rules are all unofficial and experimental, of course, though they’ve also seen significant playtesting, but I believe they could add some very fun and interesting elements to the game without unbalancing things.

Most of this material is expansions and minor modifications to the existing Codex, with several new units, and some ideas for how to tweak some of the rules and units that most players agree don’t work so well anymore. The idea was to rebalance, and re-spark the vitality of the Dark Eldar, and I think I’ve succeeded pretty well so far.

This document is meant to supplement “Codex: Dark Eldar” and I’ve only listed my own rules and changes to the existing rules and costs here. If you wish to use this modified codex you’ll need a copy of the second printing of the Dark Eldar Codex in order to use these rules.

A few entries in this document require you to own a copy of “Codex: Eldar”, “Warhammer 40,000: Apocalypse”, “Imperial Armour: Apocalypse”, or the original “Imperial Armour 2”.

Legal Disclaimer: The authors of this document make no claims on the ownership of

Warhammer 40,000 and the other fictional characters of that universe. They are the property of Games Workshop, Black Library, and undoubtedly other individuals of whom I am only peripherally aware. The authors of this work receive no monetary benefit from their work and intend neither copyright infringement nor slight to the actual owners. We love the game and the fiction: otherwise we wouldn’t be doing this.

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FORCES OF THE DARK ELDAR

Dark Eldar Special Rules

Agility Dark Eldar are renowned across the galaxy for their uncanny speed both on foot and riding their various vehicles. Dark Eldar models with this rule can roll 2d6 and pick the highest when determining how far they can run. Arcane Wargear See Codex: Dark Eldar page 5 & page 15. No model may have more than one piece of Arcane Wargear. This does not apply to Independent Characters. Capturing Prisoners See Codex: Dark Eldar page 4. In addition to the regular methods for capturing prisoners, Dark Eldar can also take prisoners from units subject to No Retreat. In order to do so they must win the combat and defeat any enemies involved, then take any casualties from that round as slaves on a d6 roll of 5+ as they consolidate. In Annihilation missions Dark Eldar gain an additional killpoint for each full unit they capture unless it is an independent character or solitary model. They also gain an additional killpoint for capturing the first full HQ unit each battle, even if it is an independent character or solitary model. Every single model in the unit must be captured as a prisoner in order to gain the extra killpoint. Fleet of Foot Ignore the entry and list on page 4 of the Codex. Independent Character See Characters in the Warhammer 40,000 rulebook. Jealous of Power The leaders of Dark Eldar Kabals and Cults do not like sharing power, especially on the battlefield. A Dark Eldar Army may only include one Archon, Archite or Master Haemonculus, and no more than one of each. As many Dracons Dracites, and Haemonculi may be taken as desired, as allowed by the mission being played. In addition, a Dark Eldar Army may include only one Lich Lord, or Aspirants squad, but may include both a Lich Lord and Aspirants.

Let the Cowards Run During the movement phase a Dark Eldar Independent Character with this rule may leave a squad they have joined, or their retinue, if it is falling back. They immediately count as automatically regrouping. If they do so, then the squad is removed from play and counted as casualties. In addition, a Dark Eldar Independent Character with this rule who is on the losing side of a close combat will always test for sweeping advance separately from his squad, as if he was not joined to them. Piratical Raiders See Codex: Dark Eldar, page 4. Sky Bound Units with this rule can move over terrain in all phases in the same manner as Jetbikes or Jump Infantry, and always have to take dangerous terrain tests when moving in or out of difficult or dangerous terrain even in the Shooting and Assault phases. In addition, if allowed to run they always run the maximum distance. Wych All Wych Cult models share the ‘Wych’ rules. Wyches receive a 4+ invulnerable ‘dodge’ save in close combat, and use Wych Drugs during the game. Eternal Warrior, Favored Enemy, Fearless, Fleet of Foot, Hit and Run, Move Through Cover, Relentless, Skilled Rider, Stealth, Stubborn, Scout All these rules are detailed in Universal Special rules in the Warhammer 40,000 rulebook. Flyer, Hover Mode, Impossible Maneuvers, Interceptor, War Machines All these rules are detailed in the Warhammer 40,000: Apocalypse and Imperial Armour: Apocalypse rulebooks.

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KABAL LORD Use the Dark Eldar Lord entry for reference. See Codex: Dark Eldar page 6. The Retinue rule in the entry is being replaced.

WS BS S T W I A Ld Sv Archon [ - - - - - - - - - - see entry pg 6 - - - - - - - - - - ] Dracon [ - - - - - - - - - - see entry pg 6 - - - - - - - - - - ]

Special Rules Agility, Fleet of Foot, Independent Character, Jealous of Power, Let the Cowards Run.

WYCH LORD Use the Dark Eldar Wych Lord entry for reference. See Codex: Dark Eldar page 6. The Dodge rule is ignored, see the Wych rule on page 2 above. The Wych Retinue rule is being replaced.

WS BS S T W I A Ld Sv Archite [ - - - - - see Wych Archite entry pg 6 - - - - - ] Dracite [ - - - - - see Wych Dracite entry pg 6 - - - - - ]

Special Rules Agility, Fleet of Foot, Independent Character, Jealous of Power, Let the Cowards Run, Wych. Wargear Shard Net and Void Piercer: A Void Piercer is functionally the same as an Impaler, and use the rules for Shard Nets and Impalers in the Wyches entry on page 7 below. A Wych Lord retains the effects of these weapons even if they trade the Void Piercer for a different weapon. In addition, the Void Piercer ignores armour saves.

HIERARCH The Hierarch is the High Archon’s most trusted servant, who watches always for treachery among his other subordinates. In battle the Hierarch is generally seen leading a squad of Aspirants. Use the Dark Eldar Lord and Dark Eldar Wych Lord entries for reference. See Codex: Dark Eldar page 6.

WS BS S T W I A Ld Sv Hierarch [ - - - - see Dracon or Dracite entry pg 6 - - - - ]

Special Rules Agility, Fleet of Foot, Independent Character, Jealous of Power, Wych (if using Dracite stats only). Kabal Servant: A Hierarch may be a Dracon or a Dracite. When a Hierarch is leading an Aspirants squad, they become an HQ choice and he counts as a Dracon for army composition even if he is a Dracite. Elite Weaponry: See Aspirants on page 14 below.

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HAEMONCULI Use the Heamonculus entry for reference. See Codex: Dark Eldar page 6.

WS BS S T W I A Ld Sv Master Haemonculus 4 4 3 4 3 4 3 8 5+ Haemonculus [ - - - - - - - - - - see entry pg 6 - - - - - - - - - - ] Special Rules Fleet of Foot, Independent Character, Let the Cowards Run. Keeper of a Thousand Terrors: A Haemonculus is an experienced and practiced torturer with often centuries of success breaking the most hardened warriors into mindless screaming grotesques. He is adept at playing on the secret fears of those who do not believe they have any. He has become so adept at applying these techniques of pain and torture in midst of battle that he can shake the resolve of even the most hardened warriors. The Haemonculus and any unit they have joined ignore the Fearless and Stubborn rules for any morale tests they force on an enemy in close combat. A Master Haemonculus imposes a -1 penalty to the Leadership of enemy units in close combat. Torture Master: A Master Haemonculus is not only a master of the torture arts, and the sciences of the True Kin, but also with the various tools of his craft. A Master Haemonculus may reroll all failed wound rolls with Destructors, Scissorhands, and Stingers. Wargear Scissorhand: See Codex: Dark Eldar page 15. Destructor: See Codex: Dark Eldar page 14. Destructors Ignore Cover. Roll AP for each shot, not hit. Stinger: See Codex: Dark Eldar page 15. Karnival Cocktails: Haemonculi are always trying out new drugs and experimental procedures on their creations, and any others they can get their hands on. Whenever a Haemonculus joins a unit, the player may choose to roll a die, and apply one of the following effects to the unit but not the Haemonculus himself:

1. Frenzy: The unit gains the Furious Charge special rule.

2. Painless: The unit gains the Feel no Pain special rule.

3. Anti-Toxins: Any weapons which wound on a fixed value, such as Poison Weapons or Sniper Rifles will only wound the unit on a 6.

4. Regenerative Fluid: The unit gains +1 Toughness.

5. Crazed: The unit becomes Fearless. 6. Lethal Mixture: The unit takes 1d6 Strength 3

hits, with no Armour Saves or Cover Saves allowed. Invulnerable Saves may be taken as normal.

The unit retains these bonuses until the Haemonculus leaves, but may roll again for a new effect if the Haemonculus rejoins them. Crucible of Malediction (Arcane Wargear): See Codex: Dark Eldar page 14. The entire entry after the first three sentences should be replaced with the following: A character carrying a crucible may use it in the shooting phase instead of firing a ranged weapon. When used all friendly and enemy Psykers within 24" must take a Leadership test. Subtract -1 from the Psyker's Ld if he is within 12" of the character, or add +1 to his Ld if he is between 12" and 24" away. If the test if failed the Psyker immediately takes a wound with no saving throws allowed, except Invulnerable saves. The Crucible can only be used once per battle. Claw Spider Graft: In order to improve their mobility in combat, some Haemonculi modify themselves with surgically grafted sets of spidery limbs. This grants several bonuses; the Haemonculus may move 12” in the movement phase (when moving through difficult terrain multiply the distance rolled by 2), it also grants him +1 Toughness and +1 Attack. A Haemonculus with a Claw Spider Graft counts “vertically impassible” terrain, such as high walls or cliffs, as difficult terrain instead.

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LICH LORD A Dark Eldar Morguleth, or Web Lich, is a powerful Dark Eldar Psyker who has managed to survive alone in the webway away from Commoragh. Morguleths choose to bond themselves with entities living in the webway known as Morghuls, who dwell within the darkways at the outer edges of the webway, these entities enter into these pacts as much for their own survival as their hosts do. From the bond the Web Lich gains a resistance to the perils of the warp; a buffer allowing them to focus and practice their psychic powers with less fear of retribution. Web Liches combine the resistance gained from their bonds, their natural psychic power, and their capacity to consume souls to fuel some truly terrifying abilities.

Special Rules Agility, Fleet of Foot, Independent Character, Jealous of Power, Let the Cowards Run. Psyker: Lich Lords are Psykers, as described in the Warhammer 40,000 rulebook. Symbiotic Enhancement: Web Liches are bonded to potent extra dimensional entities from within the Webway. This grants them additional protection against most attacks, and enhances their psychic abilities. Lich Lords all possess a 5+ invulnerable save which doesn't have to be re-rolled to save a perils of the warp wound. In addition, all Lich Lords may use 2 psychic powers per turn, but may not use the same psychic power more than once.

Soul Burn: Like all Dark Eldar the Web Lich has the ability to devour souls to sustain their own life. However, they can also use the souls they consume to empower their own abilities, particularly their psychic powers. A Lich Lord counts as being equipped with an Animus Vitae (though it does not count against your wargear limit). However, they may give up the bonuses from consuming a slave and use the power to automatically pass any Psychic Test they are called upon to take. If they do this they may regain the benefits by capturing another slave. Psychic Artificing: Including a Lich Lord in an army allows up to 2 of the following Arcane Wargear to be included in a single army: • Animus Vitae • Archangel of Pain • Mask of the Damned • Vexantrope.

However, if a Dark Eldar army includes a Lich Lord they may not equip any models in the army with a Crucible of Malediction. Wargear Lich Knife: A seemingly decorative blade of psychically attuned crystal, this counts as a single handed close combat weapon, most often used in the Lich’s off hand. Once per assault phase, when the Lich Lord wounds a model in close combat they may make a psychic test. If successful the wounded model is affected by Instant Death, and automatically captured as a slave if it becomes a casualty. This does not count as using a psychic power. This ability can be combined with the effects of another special close combat weapon.

WS BS S T W I A Ld Sv Archuleth 5 5 3 3 3 6 2 9 6+ Draculeth 4 4 3 3 2 5 1 8 6+

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Web Lich Psychic Powers Web Liches gained their name developing potent power over death and the soul, refining their race’s natural ability to consume and manipulate souls into a psychic art of pain and fear. Lich Lords utilize Psychic Powers which either enhance desired emotions, manipulate the very energy of death, or amplify the sensations of battle into an insane cacophony. They also gain some of their power and ability directly from their symbiotes, and have learned to direct these unusual powers to gain advantage in battle. The Reaping This power can be used in the shooting phase instead of another ranged attack. It can target any unit except vehicles which has taken casualties since the Lich’s previous shooting phase (or the beginning of the turn if it is the Lich’s first shooting phase) within line of sight to a maximum range of 36”. Provided the Lich passes their Psychic Test the soul of one model lost to casualties is forcefully drawn to the Lich and consumed granting him the benefits of the Soul Burn effect above. This prevents the model from being restored (via abilities such as Feel No Pain or We’ll Be Back). No saves of any kind are allowed against this power, however, it is ineffective against Daemons, or C’tan. Inescapable Dread This power amplifies the fear and uncertainty of an enemy opposed to the Lich. At the beginning of the Dark Eldar turn the player may designate one enemy unit within line of site to inflict the effects of Inescapable Dread upon. This applies an additional -1 penalty to the unit’s Leadership any time they are already taking other Morale or Leadership penalties. During any Dark Eldar player turn the Lich may designate a new target for Inescapable Dread. The effect ends only if a new target is designated or the Lich is killed. It requires a Psychic Test to target a new unit, but not to maintain the effect. Wrath of the Lost This power can be used in any assault phase. When activated the Lich Lord must target a friendly unit made up of living models within 24” which has taken casualties this battle. During the assault phase the unit as a whole gains +1 attack at initiative 1 for every casualty they’ve taken during the battle. This attack is made with the standard strength of the majority of the squad and hits on a 5+ against models with a weapon skill.

Pain of Death Like other Web Lich Powers this power amplifies something which is already there; in this case, pain and injury. This power is used in the shooting phase instead of another ranged attack. It can only target units which have taken unsaved wounds since the Lich’s previous shooting phase (or the beginning of the turn if it is the Lich’s first shooting phase) within line of sight to a maximum of 24”. The unit takes a single hit for each wound inflicted on them in the specified time. These hits wound automatically on a 4+ and ignore armour saves. Curse of the Darkways The Web Lich marks a unit with a psychic shroud that dampens perceptions and makes it difficult for them to fight at long range. This power is used in the shooting phase instead of firing a ranged weapon. A single unit within line of sight must make an immediate leadership test with a -1 penalty, and if they fail they must use nightfighting rules until the end of their next turn. Nightvision gear does not help them under the effects of this power, nor does any other special rule that increases their spotting range. If nightfighting rules are already in effect then the unit’s spotting roll is not multiplied by 3 as normal. Herd the Prey This is used in the shooting phase instead of firing a ranged weapon. The Lich Lord chooses an enemy target within 12” and forces them to take a leadership check. If failed, the unit immediately moves directly away from the Lich Lord and any nearby allied units the same distance it would if it were falling back. This power can be used on a unit currently engaged in Assault and if successful, ends the assault. Any engaged models may consolidate but may not perform a sweeping advance.

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WARRIORS Use the Warrior Squad entry for reference. See Codex: Dark Eldar page 10.

WS BS S T W I A Ld Sv Warrior Sybarite [ - - - - - - see Sybarite entry pg 10 - - - - - - - ] Warrior [ - - - - - - - - - see entry pg 10 - - - - - - - - - - ] Special Rules Agility, Fleet of Foot.

Raider Squads: A Warrior squad numbering 11 or more models may embark on 2 transports at once using the Raider Squadrons rule, but may not disembark unless they can do so into coherency. In addition, if they have 2 Dedicated Transports, they may split into 2 units in as even numbers as possible during deployment and deploy in both dedicated transports and function as separate units during the game.

SOUL REAVERS Kabal Warriors on Reaver Jetbikes, these combatants use their bike mounted weaponry in conjunction with special neurally linked targeting devices known as Soul Seeker Sights.

Wargear Reaver Jetbike: See page 30 below.

Soul Seeker Sight: A mask with a psionically attuned imaging visor linked to their weapons which allows them to track enemies, and fire with significantly more accuracy. All weapons mounted on a Soul Reaver’s jetbike may re-roll misses as if they were twin-linked, weapons fired from hand are unaffected.

HELL GLIDERS These warriors ride gliders similar to Hellion Skyboards, but a little bigger, and not quite as fast. These have pintles for weapon mounts, allowing these heavy support units to fire their weapons on the move.

WS BS S T W I A Ld Sv Hell Glider Sybarite 4 4 3 3 1 5 2 8 5+ Hell Glider 4 4 3 3 1 5 1 8 5+

Special Rules Fleet of Wing, Sky Bound. Warrior Kabal: Your army may include one unit of Hell Gliders for every unit of Warriors taken, up to the normal Force Organization allowances.

Wargear Hell Gliders: Hell Gliders soar through the skies on wide bat-like gravitic platforms raining heavy weapons fire on their enemies from above. In game terms, Hell Gliders are treated as Jet Pack Infantry with the Sky Bound rule. Hell Gliders also gain a 5+ cover save if they moved at all in the previous turn.

WYCHES See Codex: Dark Eldar page 9. The Combat Drugs and Dodge rules are ignored, see the Wych rule on page 2 above.

WS BS S T W I A Ld Sv Wych Succubus [ - - - - - - - - - - see entry pg 9 - - - - - - - - - - ] Wych [ - - - - - - - - - - see entry pg 9 - - - - - - - - - - ] Special Rules Agility, Fleet of Foot, Wych.

Wych Cult: If your army includes a Wych Lord, Wyches are taken as Troops instead of Elites. Wargear Shard Net & Impaler: These count as a pair of 1 handed close combat weapons and grant the unit the Wych Weapons rule as long as at least one model equipped with them is alive in the unit. See the Wych Weapons rule in Codex: Dark Eldar on page 9.

WS BS S T W I A Ld Sv Reaver Sybarite 4 4 4 4(3) 1 5 2 8 4+ Soul Reaver 4 4 4 4(3) 1 5 1 8 4+

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BLOOD REAVERS Use the Reaver Jetbike Squad entry for reference. See Codex: Dark Eldar page 11. The Combat Drugs rule is ignored.

WS BS S T W I A Ld Sv Reaver Succubus [ - - - - - - - - - see entry pg 11 - - - - - - - - - ]* Blood Reaver [ - - - - - - see Reaver entry pg 11 - - - - - - - ]* *Base Toughness is 3 Special Rules Wych. Wych Dodge: Blood Reavers cannot use their Dodge saves on their jetbikes. Wych Drugs: Blood Reavers replace the 12” charge drug with:

1. Crazed: The model becomes Fearless. Wargear Falchion: These extremely long and gracefully curved serrated blades are specifically designed for use by Wyches on Reaver Jetbikes. They function as two-handed close combat weapons which also allow the Reaver riders to count as engaged if they are within 4” of another model in base contact with the enemy instead of the normal 2”.

Snare Whip: These long barbed whips allow Reaver riders to entangle their enemies making it harder for them to fight back, and sometimes even catching them and dragging them into the air to serve as slaves. Enemies in base contact with a model with snare whips subtract 1 from their attacks profile to a minimum of 1, but the snare whips themselves strike at -1 strength. Snare Whips allow Blood Reaver squads to use a maneuver identical to the one described in the Slave Snares entry in Codex: Dark Eldar on page 13. Reaver Jetbike: See page 30 below. Jet Scythes: The extra blades mounted on a Blood Reaver’s jetbike are sometimes used as weapons against enemies as they swoop into combat, they also have a tendency to shred foliage and other cover as they pass through it. All Blood Reavers have the Skilled Riders special rule, and count as being equipped with Plasma Grenades. Alternately they may use the Jet Scythes as a second close combat weapon instead of the above bonuses for one player turn. This decision must be announced at the beginning of the turn in question.

WARP BEAST PACK See Codex: Dark Eldar page 9. The Warp Beasts, Beastmaster, and Wych Cult rules in the entry are ignored.

WS BS S T W I A Ld Sv Beastmaster [ - - - - see Wych Succubus entry pg 9 - - - -] Warp Beast [ - - - - - - - - - - see entry pg 9 - - - - - - - - - -] Special Rules Agility (Beastmaster only), Fleet of Foot, Wych (Beastmaster only).

Wych Cult: One Warp Beast Pack may be included in a Dark Eldar Army without counting against your Elites allowance for every Wych squad taken. The Warp Beasts still count as Elites. A maximum of 3 Warp Beast Packs may be taken in a normal army. Up to 6 Warp Beast Packs may be included in an army that includes a Wych Lord. Wych Drugs: Beastmasters use Wych drugs like other wyches, but always take the 12” charge drug result in order to keep up with their packs.

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HELLIONS See Codex: Dark Eldar page 11. The Combat Drugs rule is ignored, see the Wych rule on page 2 above.

WS BS S T W I A Ld Sv Hellion Succubus [ - - - - - - - - - - see entry pg 11 - - - - - - - - - -] Hellion [ - - - - - - - - - - see entry pg 11 - - - - - - - - - -] Special Rules Fleet of Wing, Hit and Run, Sky Bound, Wych. Wych Dodge: Hellions’ dodge saves are reduced to 5+. Wych Drugs: Hellions replace the 12” charge drug with:

1. Crazed: The model becomes Fearless, and may not Hit and Run.

Wych Cult: Your army may include one unit of Hellions for every unit of Wyches taken, up to the normal Force Organization allowances. Wargear Hellglaive: See Codex: Dark Eldar page 14. Ignore the 4th and 5th sentences in the entry from “If the user” to “any other weapon.”

A model with a Hellglaive gains +1d3 attacks when charging instead of the normal +1. A model with a Hellglaive and a Hellion Skyboard gains the Furious Charge special rule. Disruptor Hellglaive: This functions as a Hellglaive that ignores armour saves, with a Disruptor Rifle built into it, instead of a Splinter Rifle. Any Dark Eldar models with Disruptor Hellglaives are allowed to assault after firing them as long as no other models in their units fired normal Rapid Fire or Heavy weapons. Hellion Skyboard: See Codex: Dark Eldar page 15. Entire entry after the first sentence should be replaced with the following: In game terms, models on Hellion Skyboards are treated as Jump Infantry with the Sky Bound rule. A Wych unit with a dodge save on a skyboard has their Invulnerable save reduced to 5+. Models on skybaords gain a 5+ cover save if they moved at all in the previous turn.

GROTESQUES See Codex: Dark Eldar page 8. The Feel No Pain rule is replaced by Tortured Abominations.

WS BS S T W I A Ld Sv Hulking Grotesque 4 0 5 4 3 3 2 6 6+ Grotesque [ - - - - - - - - - - see entry pg 8 - - - - - - - - - -] Stunted Grotesque 4 0 3 2 1 3 2 5 - Special Rules Stealth +1 (Stunted Grotesques only). Stupid: See Codex: Dark Eldar page 8. The second sentence in the entry should be replaced with the following: Unless accompanied by an independent character, or within 9” of a Master Haemonculus, they must pass a Leadership testing order to move in the movement phase, or embark or disembark from a transport.

Terrifying Opponent: See Codex: Dark Eldar page 8. Tortured Abominations: This unit is inured to pain and shrugs off minor wounds that would leave another creature writhing in agony. Because of this they ignore shooting wounds from weapons whose strength is below 6. Note that wounds in close combat affect the unit normally (as you can chop off bits of them). Grotesques count as being equipped with terror grenades. Haemonculus Coven: If your army includes a Haemonculus or a Master Haemonculus grotesques are taken as Troops instead of Elites.

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UBER GROTESQUES Use Urien Rakarth’s entry for reference. See Codex Dark Eldar page 40. The Feel No Pain rule is replaced by Tortured Abominations.

WS BS S T W I A Ld Sv Hulking Uber Grotesque 5 0 5 4 3 4 2 7 4+ Uber Grotesque [ - - - - - - - - - see entry pg 40 - - - - - - - - - -] Stunted Uber Grotesque 5 0 3 2 1 4 2 6 5+

Special Rules Stealth +1 (Stunted Uber Grotesques only).

Stupid: See Grotesques above. Terrifying Opponent: See Codex: Dark Eldar page 8. Tortured Abominations: See Grotesques above. Heamonculus Coven: If your army includes a Master Haemonculus, Uber Grotesques may be taken as Elites.

TALOS Talos are varied creations, and not all Haemonculi design them the same. See Codex: Dark Eldar page 12. The Fearless rule is replaced by Mindless. Ignore the Skimmer rule in the entry.

WS BS S T W I A Ld Sv Talos 4 3 7 7 3 4 2 - 3+

Special Rules Mindless: Talos never have to take leadership based tests and are immune to any abilities that rely on leadership. Wildfire: See Codex: Dark Eldar, page 12. All ranged weapons (except a destructor) mounted on a Talos use this rule. Wargear Talos Sting: See Codex: Dark Eldar page 12. Talos Claws: See Codex: Dark Eldar page 12. This weapon grants the Talos d6-2 additional attacks, and otherwise uses the normal rules in the codex. Venom Talons: These count as a pair of close combat weapons granting +1 attacks. They are also poisoned and always wound on a 3+. Against vehicles they use the Talos’ normal strength but don’t get the extra penetration dice for being a monstrous creature.

Wrecker Flail: This weapon does not modify the Talos’ profile, but does increase the Talos’ effectiveness against vehicles. Wrecker Flails use the Breaching special rule. Breaching: This weapon is focused specifically to destroy vehicles of all variety. It has 2 higher strength, and counts as AP 1 against vehicles. Built in Destructor: This functions as a Destructor, but also adds the benefit of a pistol, adding +1 attacks in close combat when paired with Talos Claws, or a Wrecker Flail. Gravitic Engine: The Talos gains the Sky Bound rule. The Talos exchanges Move Through Cover for the Skilled Rider special rule. Jet Booster: Talos moves as a Jetbike, and exchanges Move Through Cover for the Skilled Rider special rule. Scorpion Legs: Talos moves as Beasts/Cavalry. Hardened Force Shield (Arcane Wargear): The Talos counts his base toughness and armour save as 1 better against shooting attacks and gains a 5+ invulnerable save. Repair Systems: At the beginning of every turn, the Talos regains a lost wound on a d6 roll of 6 up to its starting total. Roll for this once the turn after it’s been destroyed, and on a 6 it will come back with one wound; otherwise it is lost. Wraithbone Structure (Arcane Wargear): Talos gains +1 Toughness, and +1 Wounds

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MANDRAKES See Codex: Dark Eldar page 8. The Hidden Deployment rule is replaced by Secret Deployment.

WS BS S T W I A Ld Sv Mandrake [ - - - - - - - - - - see entry pg 8 - - - - - - - - - -] Special Rules Agility, Fleet of Foot, Move Through Cover. Secret Deployment: Make a note on a piece of paper during your deployment of the terrain piece this unit will be deployed in. Any terrain they can travel through (such as area terrain) is allowed. At any time during the first three turns you may reveal their hidden location by showing your opponent the paper, if you haven’t revealed them by your third turn you must do so then. Place one model from the unit anywhere in the terrain you chose, where you want the unit to be revealed, then roll a scatter die and a d6. If the scatter die rolls a hit the unit does not scatter, if an arrow is rolled this shows

the direction the model scatters in. The d6 roll shows the number of inches the model moves away from the intended position (up to the edge of the terrain at maximum) in the case of a scatter result. Once this is done, the units remaining models are arranged around the first one. Models must be placed in base contact with the original model in a circle around it. When the first circle is complete a further circle should be place with each model touching the circle inside it. Each circle should include as many models as will fit. If they end up deployed in contact with enemy models, then they count as charging, are locked in combat, and automatically strike first this turn. The unit may move, shoot, and assault normally the turn they are revealed. Shadow Skinned: See Codex: Dark Eldar page 8. Opponents charging Mandrakes always count as charging through cover, even if they don’t take a difficult terrain test.

SCOURGES Use the Dark Eldar Scourges entry for reference. See Codex: Dark Eldar page 12.

WS BS S T W I A Ld Sv Scourge Enforcer [ - - - - - - - see Sybarite entry pg 12 - - - - - -] Scourge [ - - - - - - - - - - see entry pg 12 - - - - - - - - -] Special Rules Agility, Deep Strike, Fleet of Foot. Rapid Insertion: Scourges may move up to 6” using their jump packs immediately after deep striking. Wargear Scourge Wings: These devices enable Scourges to move with agility and precision in the air. They count as Jump Packs but still allow the Scourges to be Fleet of Foot and use the Rapid Insertion rule. In addition, Scourges may re-roll any dangerous terrain test they are forced to take.

Splinter Long-Rifle: A variant on the splinter rifle carried exclusively by scourges, this weapon is characterized by its longer barrel, but in most ways functions almost identically to it’s cousin. Range Strength AP Type 24” 3 5 Assault 2 Scourge Lance: Used exclusively by Scourges, this long rifle fires precision beams of phased energy capable of potentially bypassing any amount of armour to damage the flesh within. Range Strength AP Type 24” Special 5 Assault 1, Sniper,

Lance, Piercing, Ignores Cover

Instead of the normal rules for sniper weapons the Scourge Lance counts as strength 0 against vehicles, and rolls 2d6 for penetration, but still benefits from Rending.

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INCUBI Use the Dark Eldar Retinue entry for reference. See Codex: Dark Eldar page 7. References to Warriors in the entry are ignored.

WS BS S T W I A Ld Sv Incubi Master 5 5 3 3 1 6 2+1 9 3+ Incubus 5 4 3 3 1 5 1+1 9 3+

Special Rules Agility. Sect Master: An Incubi Master may select one or more Sect Master Powers at the start of the battle. Incubi Sect: Your army may include one unit of Incubi as an Elites choice for every Kabal Lord taken, up to the normal Force Organization allowances. Wargear Deathglaive: A lethal polearm used by some Incubi Masters which incorporates a disruption field around the blade which shreds softer tissues it passes through.

This functions as a punisher, but any roll of 6 to wound will cause an automatic wound to the effected model in addition to any regular result. This means the Master will cause 2 wounds to most targets, or 1 wound to a target he could not normally wound. Both wounds are allocated together. Reaper Blades: A pair of scythe like blades constructed of light and flexible materials, and a shock field like those used on punishers. They are fast, and versatile weapons, which make very short work of surrounding enemies. Reaper Blades function as power weapons, but replace the model's base attacks with d6 attacks in the assault phase. Incubi Armour: This imposing armour with little of the embellishments other Dark Eldar wear is highly distinctive of the Sect bodyguards along with their skull masked tormentor helms and ever-silent presence. It incorporates psychically charged fibres that replicate and enhance the Incubus’ movements. Incubi receive a 3+ armour save.

SECT MASTER POWERS Incubus Masters, and Mantis Masters learn powerful techniques in the secret Dojos of the Dark Sects. These powers confer unique and advantageous abilities on the warriors they lead in combat. Destroyer The Master can give up attacks to gain +1 strength on all his other attacks this round per attack given up in this way (maximum -2 attacks for +2 strength from this power) in assault. Discipline The Master’s unit and any attached Independant Characters gain the Stubborn special rule. Shield The Dark Eldar player can allocate 2 shooting hits on all members in the Master’s unit before needing to allocate one to any Independent Character joined to them, even in a Retinue.

Ferocious Assault The Master’s unit gains the furious charge special rule, and any wounds they inflict are counted twice for determining if they win the assault, and for any leadership penalty (but not No Retreat wounds). It is possible through using this power that the Master’s unit may win the assault but not inflict any No Retreat wounds. Webway Rift The Master in webway reserves can choose to open a portal for his squad anywhere on the battlefield and enter play using the deep strike rules, this can be used with Web Mantis’ personal webway generators to remove the models from play and immediately redeploy using the Deep Strike rules anywhere on the table in the Dark Eldar movement phase.

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WARP MANTISES A relatively new sight in Commorragh, the Warp Mantises train in the same secret dojos as the mysterious Incubi. Unlike their bretheren, they do not serve as bodyguards, but as elite shock troops, hired by the Kabals for specific missions, or to help police their domains. Their tactics are calculated to inspire confusion in the enemy ranks, and take advantage of their unique webway technology. The Warp Mantises are cold, and calculating, and just as terrifying in their way as the Incubi. They wear the same death masks, but fight with a pair of lighter weapons rather than a heavy punisher glaive.

WS BS S T W I A Ld Sv Mantis Master 5 5 3 3 1 6 2+2 9 3+ Warp Mantis 5 4 3 3 1 5 1+2 9 4+

Special Rules Agility, Fleet of Foot. Sect Master: A Mantis Master may select one or more Sect Master Powers at the start of the battle. Webway Reserves: Warp Mantises may always be held in Reserve, even in battles in which the Reserves rule is not normally used. When using this rule Warp Mantises must enter play through a Webway Portal, Quick Webway Portal, or using their Master’s Webway Rift power. If all available portals are destroyed before the Warp Mantises can be deployed then they are considered lost for scoring purposes unless their Master has the Webway Rift power. Webway Slingers: A Squad of Warp Mantises must be accompanied by a Webway Trebuchet. Note that when purchased as part of a Warp Mantises selection, the Webway Trebuchet does not take up an additional Fast Attack choice. Wargear Shadow Scythes: Iconic of Warp Mantises, these weapons always come in pairs granting an additional attack for wielding two close combat weapons. They function as Shadow Blades; close combat weapons with

the Lance and Piercing rules. In addition, any roll of 6 to hit, adds +2 to the strength of that hit. Night Blades: A graceful yet deadly pair of swords with thin curved blades as black as night. These functions as Shadow Scythes which ignore armour saves and roll an extra d3 vehicle armour penetration. Mantis Sting: Like a tormentor helm, this rare headgear incorporates a helm mounted pistol, but it is dangerously more effective than a mere splinter pistol. This functions as a tormentor helm, but can be fired in the shooting phase with the following profile. Range Strength AP Type 12” Special 5 Pistol, Sniper In close combat, any enemy units with at least one model in base contact with a Master with a Mantis Sting take a -1 penalty to their weapon skill and initiative. Mantis Armour: With a similar appearance to their Incubi brethren Warp Mantises add disturbing embellishments to their armour to enhance the fear and chaos they spread on the battlefield Mantis Armour incorporates psychically charged fibers that replicate and enhance the wearer’s movements but is generally less heavy and well armoured as Incubi Armour. Warp Mantises receive a 4+ armour save. Personal Webway Generators: Similar to a jump pack in some ways, these devices allow Warp Mantises to slip back into the webway in order to instantly teleport to any active Webway Portal in the movement phase either before or after they have moved, but only if there is room for them to “emerge” from the portal. If they have already moved then they may only emerge up to 2” from the edge of the portal as if they were disembarking from a moving vehicle. They can use this ability to escape Assault, and if their enemy is left unengaged, they may consolidate as normal. If they teleport to a Quick Webway Portal it counts as that portal’s limit one use.

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HARLEQUIN TROUPE If you own the Codex: Craftworld Eldar you may include a Harlequin Troupe as part of a Dark Eldar army with all the normal options and rules plus the changes listed below. See Codex: Craftworld Eldar page 48.

WS BS S T W I A Ld Sv Troupe Master [ - - - - - - - - - - see entry pg 48 - - - - - - - - - -] Shadowseer [ - - - - - - - - - - see entry pg 48 - - - - - - - - - -] Death Jester [ - - - - - - - - - - see entry pg 48 - - - - - - - - - -] Harlequin [ - - - - - - - - - - see entry pg 48 - - - - - - - - - -] Special Rules Agility, Fleet of Foot. Dance of Death: See Codex: Craftworld Eldar page 48. Psychic Powers Veil of Tears: See Codex: Craftworld Eldar page 49.

Wargear Harlequin’s Kiss: See Codex: Craftworld Eldar page 48. Fusion Pistol: See Codex: Craftworld Eldar page 48. Shuriken Pistol: See Codex: Craftworld Eldar page 22. Shrieker Cannon: See Codex: Craftworld Eldar page 49. Flip Belt: See Codex: Craftworld Eldar page 48. Holo-Suit: See Codex: Craftworld Eldar page 48. Hallucinogen Grenades: See Codex: Craftworld Eldar page 49.

WEB GHULS Ghuls are servants of Web Liches who’ve been granted a form of immortality in exchange for their souls. The void where their souls should be causes them to hunger constantly even though no amount of feeding (on flesh or souls) can assuage their thirst.

WS BS S T W I A Ld Sv Ghul Revenant 4 4 4 4 1 5 2 7 5+ Ghul 4 4 4 4 1 5 1 6 5+

Special Rules Agility, Fleet of Foot. Soul Flay: Whenever a Ghul defeats a living enemy model in close combat they can funnel their soul

through the void in there own body to temporarily boost their own abilities. Web Ghul squads gain +1 Attack (for the entire squad) for every model they kill in close combat. This bonus lasts until the end of their next assault phase. Soulless: Any enemy unit with a model within 12” of a Ghul counts as having Leadership 7, unless it would normally be less than that. Lich Enclave: If your army includes a Lich Lord, Web Ghuls may be taken as Elites.

ASPIRANTS The Aspirants, are groups of Sybarites and Succubi who have banded together in the pursuit of ambition. These individuals are not entirely trusted by their leaders but have shown definite promise. As such they are given one final chance to prove themselves. They undertake the most risky and dangerous tasks in battle, sometimes led by the High Archon’s Hierarch, in order to prove their worth. Use the Wyches and Warrior Squad entries for reference. See Codex: Dark Eldar pages 9 and 10.

WS BS S T W I A Ld Sv Succubus [ - - - - - see Wych Succubus entry pg 9 - - - - ] Sybarite [ - - - - - - see Sybarite entry pg 10 - - - - - - - ]

Special Rules Agility, Fleet of Foot, Jealous of Power, Wych (Succubi only). Elite Weaponry: Aspirants and the Hierarch are automatically equipped with Fission Shards, Incubated Cores, Incubated Crystals, and Soul Seeker Splinters with all weapons able to use them. Wych Drugs: Roll for drugs for the Succubi normally (they may also effect the Hierarch if she is a Dracite). But if any Sybarites are in the squad, they do not benefit from the drug result, and you may re-roll any result of 12” charge.

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RAIDER See Codex: Dark Eldar page 10.

| - Armour - | Type BS F S R Raider [ - - - - - see entry pg 10 - - - - - ] 11 10 10

Transport See Codex: Dark Eldar, page 10. Fire Points and Access Points: The Raider is open-topped.

Special Rules Raider Squadrons: At deployment, up to four raiders can be grouped together as a single squadron, in which case they function as one unit for the duration of the battle.

RAVAGER See Codex: Dark Eldar page 12.

| - Armour - | Type BS F S R Ravager [ - - - - - - - - - - - see entry pg 12 - - - - - - - - - - - ]

DEATH HUNTER Using many of the same parts as their smaller cousins, Raiders and Ravagers, Death Hunter heavy skimmers have two engines, and are almost twice as wide as their lighter counterparts. Less commonly seen on the battlefield, many Kabals don’t even have the capacity to produce Death Hunters. Such larger skimmers don’t fit through the smaller webway portals the dark kin like to use as staging points for their raids, but the extra firepower they can bring to bear is worth the extra trouble of transporting them for many Archons.

| - Armour - | Type BS F S R Death Hunter Fast, Skimmer, 4 11 11 10 Open-Topped

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PHASE HUNTER The Phase Hunter is merely a Death Hunter which has replaced its Disruptor Cannon turret with a Phase Cannon. This is a potent weapon capable of breaching the toughest vehicles and fortifications, particularly in groups with the ability to relay beams together to focus their shots.

| - Armour - | Type BS F S R Phase Hunter Fast, Skimmer, 4 11 11 10 Open-Topped Wargear Phase Cannon: This negative energy weapon is similar to the Dark Lance in design, but also utilizes focusing technology similar to the Craftworld Eldar Prism Cannon. Range Strength AP Type 48” 8 1 Heavy 1, Blast,

Ignores Cover, Lance-Ordinance, Linked-Fire

Lance-Ordnance: This weapon rolls for penetration as an Ordinance weapon, and uses the Lance rule. Linked-Fire: If phase cannons have line of sight to other phase cannons they may forfeit their chance to fire in order to focus their beams through a single cannon. Pick one of the phase cannons as the firer, and the other(s) as contributor(s) – the firing phase cannon fires with 1 additional shot for each contributor. For example, if one Phase Hunter contributes its beam to a second phase cannon, the beam the second phase cannon fires will be at Heavy 2.

RIFT HUNTER Another Death Hunter variant, the Rift Hunter takes the powerful versatility of the Disintegrator to the next level with its Shadow Cannon turret. With three firing modes, the shadow cannon can be devastating to virtually any sort of target.

| - Armour - | Type BS F S R Rift Hunter Fast, Skimmer, 4 11 11 10 Open-Topped

Wargear Shadow Cannon: The Disintegrator’s big brother, this is among the most versatile weapons in the Dark Eldar arsenal. It can fire on three different settings. Combined Range Strength AP Type 48” 8 2 Heavy 1, Large Blast Sustained Range Strength AP Type 36” 6 2 Heavy 3, Blast Repeating Range Strength AP Type 24” 4 3 Heavy 2d6

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WIDOW One of the least common Death Hunter variants, the Widow is a specialized fast artillery vehicle fitted with a Blood Weaver battery. Blood Weavers are much larger barrage versions of Shredders or Razor Spinners, raining webs of monofilament barbs and wires from a greater distance than almost any other Dark Eldar weapon.

| - Armour - | Type BS F S R Widow Fast, Skimmer, 4 11 11 10 Open-Topped

Wargear Blood Weaver: While different in design, the function of the Dark Eldar Blood Weaver is very similar to the Craftworld Eldar Night Spinner. Range Strength AP Type 60” 6 - Heavy 1, Blast,

Barrage

WEBWAY TREBUCHET Built on a Death Hunter Chassis, the Webway Trebuchet was originally developed by the secret Sects of the Incubi and Warp Mantises. The Mantis warriors wanted a more versatile and mobile webway portal in order to maximize their terror tactics capabilities. The Warp Rail Cannon was the culmination of their designs, and the Death Hunter proved the perfect platform from which to deploy it, providing them with temporary webway portals virtually anywhere on the battlefield they desired within a moment’s notice.

| - Armour - | Type BS F S R Webway Trebuchet Fast, Skimmer, 4 11 11 10 Open-Topped

Wargear Warp Rail Cannon: The Warp Rail Cannon uses a cylinder of anti gravity rails, to propel a spherical mine out onto the battle field. This mine can be detonated with the profile below (the numbers in parentheses is for models directly under the center hole only), or it may be discharged to open a one use Quick Webway Portal as described below.

Range Strength AP Type 12”-60” 3(5) -(5) Heavy 1, Large Blast,

Barrage, Quick Webway Portal

The Warp Rail Cannon may fire at a target point on the table rather than an enemy unit, though all other firing restrictions such as range apply. If the shot misses enemy models either deliberately or through scatter place a mine counter on the table representing where it fell. If any model comes within 2”of the mine it explodes at the end of the phase with the profile above. Alternately the mine may discharge to create a Quick Webway Portal at the beginning of any Dark Eldar movement phase. The Warp Rail Cannon is not a defensive weapon. Quick Webway Portal: This portal may be activated in the Dark Eldar Player’s movement phase, if the ‘mine’ from the Warp Rail Cannon did not detonate in the previous turn. In all ways it functions as a normal Webway Portal, with the following limitations: Only Infantry or Jump Infantry units can use the portal, as it is too small for vehicles of any variety, including Jetbikes. The portal is removed after one unit has used it or at the end of the phase.

RAVEN See Imperial Armour Apocalypse page 92.

| - Armour - | Type BS F S R Raven [ - - - - - - - - - - - see entry pg 92 - - - - - - - - - - - ]

Special Rules Impossible Maneuvers, Interceptor.

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RAZORWING See Imperial Armour 2 page 24.

| - Armour - | Type BS F S R Razorwing [ - - - - - - - - - - - see entry pg 24 - - - - - - - - - - - ]

Special Rules Impossible Maneuvers.

Wargear Razorspinner Incinerator: This is a specially designed ‘bombing’ weapon based on the Razor Spinner support weapon. It sacrifices accuracy for a larger payload spread over a much larger area. The Razorwing possibly derives its name from this weapon. It is fired during a bombing run maneuver, but does not run out of ammunition like other bomb weapons. Range Strength AP Type Bomb 8 4 Apocalypse Barrage 1 The razor spinner incinerator rolls for Vehicle Armour Penetration as if it were an Ordinance weapon.

NIGHTSCREAMER The Night Screamer is a flying transport used by the Dark Eldar, particularly the Scourge Mercenaries of Commorragh’s Eyries, to very rapidly deploy troops on the battlefield. Its particular design, and the force field surrounding the transport platform underneath the main body of the ship allows it to deploy forces quickly without sacrificing speed.

| - Armour - | Type BS F S R Night Screamer Flyer 4 10 10 10

Transport The Night Screamer can carry up to 10 models, and can carry Scourges, but not other jump infantry. Fire Points and Access Points: The Nightscreamer is open-topped when the Force Screen is down. Special Rules Impossible Maneuvers. Hover Mode: The Night Screamer can choose to move as a fast skimmer during the Dark Eldar player’s movement phase. Transported models besides Scourges may only disembark while the vehicle is in hover mode, and if the force screen is down, which makes the vehicle open topped. Scourges may disembark as normal while it is in Flyer mode, even without the Force Screen being down.

Scourge Eyrie: Your army may include one Nightscreamer for every unit of Scourges taken, up to the normal Force Organization allowances. Wargear Gun Slings: The Nightscreamer has several weapons attached to Gun Slings. These weapons must be operated by transported models but otherwise function as guns mounted to the vehicle. Force Screen: Because of the vehicles built in force field, used to shield the passengers from harsh conditions and velocities, the Night Screamer only counts as Open Topped on any turn in which passengers embarked or disembarked until the beginning of the players next turn. Alternately the player may choose to have the Night Screamer count as open topped any time it is moving as a skimmer instead of a Flyer in order to allow the transported units to shoot out, this also lasts until the beginning of the players next turn.

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VOID DRAGON PHOENIX See Imperial Armour: Apocalypse page 58.

| - Armour - | Type BS F S R Void Dragon Phoenix [ - - - - - - - - - - - see entry pg 58 - - - - - - - - - - - ]

Special Rules Impossible Maneuvers. Commorragh’s Armouries: When the True Kin ally with the Void Dragon Corsairs or otherwise gain access to their vehicles, sometimes through spoils of their own wars, they will often replace the weaponry with armament they can supply their own ammunition for.

Dark Eldar Army replaces the Shuriken Cannons with Shard Cannons, and replaces the Star Cannons with Heavy Disruptors. In addition, replace the Holo-fields with a Stealth Field. Wargear Stealth Field: See the Vampire Reaper entry on page 25 below. Phoenix Missile Launcher: See Imperial Armour: Apocalypse page 58.

ASDRUBAEL VECT SUPREME ARCHON OF THE KABAL OF THE BLACK HEART See Codex: Dark Eldar page 36. The Energy Field wargear in the entry is replaced by a Hardening Field.

Special Rules Close Combat: See Codex: Dark Eldar page 36. Asdrubael and his bodyguard gain +3 attacks on a charge, instead of +1, and fight like a Walker in close combat, not a Dreadnought. Shadow Tactics: An Army that includes Asdrubael Vect ignores the Jealous of Power rule.

In addition, Wyches and Grotesques may be taken as troops, and all limitations on unit allowances are removed, up to the normal Force Organization allowances. An army that includes Asdrubael Vect may not include any Lich Lords or Web Ghuls. If more than one character in your army has the Shadow Tactics special rule, you must choose which version will apply. Wargear Dais of Destruction: See Codex: Dark Eldar page 36.

LELITH HESPERAX HIGH ARCHITE OF THE WYCH CULT OF STRIFE See Codex: Dark Eldar page 39. Ignore the Wych Army rule in the entry.

WS BS S T W I A Ld Sv Lelith Hesperax [ - - - - - - - - - - see entry pg 39 - - - - - - - - - ]

Special Rules Agility, Eternal Warrior, Fleet of Foot, Independent Character, Jealous of Power, Let the Cowards Run, Wych. Lelith’s Retinue: See Codex: Dark Eldar page 39.

Shadow Tactics: In an Army that includes Lelith Hesperax Wyches may be chosen as Elites or Troops. Any Wyches squads taken as Elites or retinues may replace their close combat weapons or pistols with Shadow Blades for +3 pts per model. In Lelith’s Army Warriors become Elites, and the army may not include, Haemonculi, Lich Lords, Grotesques, Incubi, Uber Grotesques, Web Ghuls, Warp Mantises, or Talos. If more than one character in your army has the Shadow Tactics special rule, you must choose which version will apply.

| - Armour - | Type WS BS S F S R I A Asdrubael Vect [ - - - - - - - - - - see entry pg 36 - - - - - - - - - -] 4+3

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RAZAVAR, THE REAVER HIGH LORD OF THE [NAME] KABAL Description…

WS BS S T W I A Ld Sv Razavar 6 6 5 5 3 7 3+1 9 4+

Special Rules Eternal Warrior, Independent Character, Jealous of Power, Let the Cowards Run. Reaver Lord: Razavar counts as either an Archite or an Archon for the purposes of Army Composition. The player may choose which as he is building his army. Shadow Tactics: In Razavar’s army Blood Reavers and Soul Reavers may be chosen as Elites, in addition to Fast Attack, and may all deploy as Outflankers. If more than one character in your army has the Shadow Tactics special rule, you must choose which version will apply. Predator: Razavar and models in his unit benefit from the Hit and Run, and Furious Charge special rules. Razavar and his retinue must always deploy from reserves with the outflank maneuver. Razavar’s Retinue: Razavar may take a retinue of Blood Reavers or Soul Reavers. If he takes the former, he benefits from their drug affect in addition to his own but cannot stack effects.

Wargear Nightwraith: The Nightwraith is a powerful device which Razavar hardwires himself into before battle greatly enhancing his mobility and combat prowess. It functions as a Reaver Jetbike with Jet Scythes (see Blood Reavers on page 7 above) and a Soul Seeker Sight (see Soul Reavers on page 6 above). It also incorporates a hardened force shield. Razavar counts a having 1 higher toughness and armour save against shooting attacks, and grants him a 4+ invulnerable save. The powered Talons built into the bike allow Razavar to strike in close combat as if he were a Monstrous Creature. Blood Tearers: the Nightwraith is fitted with a pair of custom shredders called Blood Tearers. These fire together with the following profile: Range Strength AP Type 18” 6 6 Assault 2, Blast,

Pinning

URIEN RAKARTH MASTER HAEMONCULUS OF THE PAIN SINGERS COVEN See Codex: Dark Eldar page 40. The Retinue rule in the entry is replaced.

WS BS S T W I A Ld Sv Urien Rakarth 5 5 3 4 3 4 3 8 5+

Special Rules Eternal Warrior, Fleet of Foot, Independent Character, Let the Cowards Run. Keeper of a Thousand Terrors: See Haemonculi on page 4 above. Master Crafstman: Reference Master Haemonculus rule in Codex: Dark Eldar on page 40. Urien’s Retinue: Urien may take a retinue of Uber Grotesques chosen as normal from their entry.

Shadow Tactics: Any Haemonculi taken may take retinues of up to five Grotesques each, chosen as normal from their entry. In addition, Talos that cost 90 pts or less may be fielded as Elites choices in a Dark Eldar army that includes Urien. An Army that includes Urien may not include Lich Lords, Web Ghuls, Mandrakes, Nightscreamers, or Scourges. If more than one character in your army has the Shadow Tactics special rule, you must choose which version will apply.

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DRAZHAR, MASTER OF BLADES INCUBI LORD AND ELITE BODYGUARD See Codex: Dark Eldar page 40. Drazhar’s Bodyguard rule, and Disemboweller Blades weapon are replaced.

WS BS S T W I A Ld Sv Drazhar [ - - - - - - - - - - see entry pg 40 - - - - - - - - - ]

Special Rules Agility, Fearless, Fleet of Foot. Bodyguard: Whenever an Independent Character in the unit Drazhar is a part of takes a wound in close combat, it may be applied to Drazhar instead. This is done before saves are rolled.

Incubi Lord: Drazhar grants the Incubi squad he is with the Fleet of Foot and Fearless special rules. Wargear Disemboweller Blades: Drazhar is armed with a unique pair of weapons called Disemboweller Blades. These are treated as a pair of power weapons granting +1 attacks. Every attack that hits increases the Strength of all Drazhar’s hits by 1.

DECAPITATOR MANDRAKE CHAMPION See Codex: Dark Eldar page 41. The Decapitator weapon in the entry has been replaced. Ignore the Master Infiltrator rule in the entry. The Wargear Additional Limbs is being replaced by a special rule with the same name.

WS BS S T W I A Ld Sv Decapitator [ - - - - - - - - - - see entry pg 41 - - - - - - - - - ]

Special Rules Agility, Eternal Warrior, Fleet of Foot, Hit and Run. Additional Limbs: Two additional arms have been grafted onto the Decapitator’s body. This allows him to wield the Decapitator, and two one handed close combat weapons, granting him +2 attacks for the extra weapons and +1 to his Weapon Skill, both of which have already been included in his profile. Independent Character: The Decapitator uses the rules for Independent Characters but will never join another unit. Master Assassin: The Decapitator is a master of selecting his target and insuring its doom, then vanishing back to the shadows from whence he came. The Decapitator may opt to use this rule during any turn in which he assaults. It must be declared before his assault move is made. Also declare his assassination target, which can be any model within charge range.

The Decapitator must charge his assassination target as if he were the closest model, if unable to do so the assault fails. The defending squad does not make a counter-charge move. The Decapitator must direct all his attacks against his assassination target even if other models are in base contact, this replaces the normal way in which hits are allocated. If the Decapitator is still in combat at the end of the round, make a pile-in move as normal. The Decapitator treats impassible terrain as difficult terrain. Secret Deployment: See Mandrakes on page 11 above. The Decapitator never scatters. Shadow Skinned: See Mandrakes on page 11 above. Army of Shadows: In an army that includes the Decapitator, Mandrakes are scoring units. Wargear Decapitator: This is the weapon that has given the Decapitator his name. It counts as a power weapon, but if the Decapitator rolls a 6 to wound, it inflicts instant death, or an extra wound beyond what it would normally inflict against models immune to Instant Death. Severed Heads: This functions as both Gruesome Talismans, and a Trophy Rack.

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KRAELINAR, THE NIGHTSTALKER SCOURGE MERCENARY LORD Description…

WS BS S T W I A Ld Sv Kraelinar 4 6 3 3 3 6 2 9 5+

Special Rules Agility, Deep Strike, Fleet of Foot, Independent Character, Let the Cowards Run. Dexterity: See Scourges on page 10 above. Eyrie Lord: In a Dark Eldar amy that includes Kraelinar, Scourges may be selected as either Fast Attack, or Heavy Support choices. In addition, any which are chosen as Heavy Support allotment may take Nightscreamers, as Dedicated Transports.

Rapid Insertion: See Scourges on page 10 above. Wargear Scourge Wings: See Scourges on page 10 above. Howler Cannon: This functions as a Splinter Cannon with Incubated Crystals. It also incorporates an under-barrel-mounted grenade launcher which can fire as a Haywire Launcher or Xenospasm (Arcane Wargear) with 24” range.

THE DARK FATHER MASTER OF THE SECTS, FOUNDER OF THE INCUBI AND WARP MANTISES Description…

WS BS S T W I A Ld Sv The Dark Father 7 7 6 4 3 7 4+2 10 2+

Special Rules Eternal Warrior, Fearless, Fleet of Foot, Independent Character. Disciples: Any Incubi or Warp Mantises accompanying the Dark Father are Fearless. Sect Lord: The Dark Father has mastered all the Sect Master Powers, which all function whether he has joined Incubi or Warp Mantises. Weapon Master: The Dark Father may re-roll all failed to hit rolls in assault. Wargear Twilight Cloak: This priceless piece of ancient wargear surrounds the Dark Father and any unit he’s joined with an energy field which grants them a +1 Stealth special rule, and allows them to leave play and enter webway reserves in the same manner as Warp Mantis personal webway generators. See Warp Mantises on page 12 above.

The Dark Scythe: This rather unique and powerful weapon is wielded by the Dark Father of the incubi. A heavy double bladed Scythe, it is perfectly balanced for powerful swift attacks. It adds +2 to the strength of all attacks, ignores armour saves, uses the Lance rule, counts as wielding two close combat weapons, and rolls an extra d3 for vehicle armour penetration. The bonus strength is already shown in the Dark Father’s profile. The Black Mandible: This specialized Tormentor Helm has a very powerful weapon replacing the normal Splinter Pistol. It counts as a regular Tormentor Helm, and fires in the shooting phase with the following profile: Range Strength AP Type 12” 7 2 Pistol, Lance* *The Black Mandible only uses the Lance rule if the enemy vehicle is no more than 6” away. Phoenix Armour: The origins of this ancient artifact of the Eldar race are unknown, but the defensive technology built into the Phoenix Armour is unmatched among the rest of the True Kin. The Phoenix Armour grants The Dark Father a 2+ armour save.

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TORMENTOR TITAN The Tormentor Titan is like a twisted version of a Craftworld Revenant. Unpredictable, yet devastatingly powerful, these massive engines of destruction spread fear throughout the galaxy. Fortunately for the enemies of the Dark Eldar there aren’t very many of them.

| - Armour - | Type WS BS S SP F S R I A Tormentor Super- 3 3 10 3 11 11 10 2 3 heavy Walker

Special Rules Fleet of Foot Agile: In the shooting Phase the Tormentor may divert some of the energy from its primary weapons towards its legs, so it can choose to either:

- Fire all available weapons as normal. - Fire a single Primary Weapon and run d6”. - Fire no weapons at all and run 2d6”.

Strider: Because of the long agile legs of the Tormentor, it can ignore any difficult or impassible terrain smaller than its base provided it does not end its move on top of it. Wildfire: See the Talos entry on page 10 above. The Tormentor is piloted by the same sort of hardwired torture victim as a Talos, this makes it a bit unpredictable, particularly with ranged weapons. As such the all the Tormentor’s ranged weapons, except Annihilators, use the Wildfire rule to determine targets hit.

Wargear Titan blades: These extremely heavy melee weapons are like colossal versions of scissor hands, and are among the largest most devastating melee weapons wielded by any unit in the galaxy. They are Titan Close Combat Weapons which replace the Titan’s normal attacks profile with d6+3. Because of the size of the Tormentor Titan and its weapons it can use its titan blades to strike models up to 3” away in the Assault Phase and counts that extra reach for determining if it’s engaged (in base to base). Tormentor Cannon: Like a giant version of the Tormentor Helm, this heavy “helm-mounted” version of the Splinter Cannon has increased range, and firepower compared to its smaller cousin. Range Strength AP Type 36” 6 4 Heavy 6 Annihilator: Like the smaller destructor, the Annihilator sprays virulent acids and toxins over a wide area; however the difference in size makes the Annihilator a much more potent weapon. Range Strength AP Type Hellstorm 7 Special Heavy 1, Ignores

Cover, Primary Weapon

The Annihilator does not have an AP value. Instead roll 2d6 for each shot and take the lowest result to see what the AP value of the shot is. Neutron Lance: See the Voidstalker Siege Skiff entry on page 24 below.

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SLAVEHUNTER COMMAND SKIFF This large transport vehicle is similar in some ways to the smaller Raider, but is designed to transport much larger numbers, and also has built in holding cells and tractor beams for capturing slaves, and decks large enough to accommodate entire melees.

| - Armour - | Type BS SP F S R Slavehunter Super-heavy Skimmer, 4 4 11 10 10 Fast, Open-Topped

Transport The Slavehunter can carry up to 50 models in up to 4 separate units. It may carry Scourges/models on Hellion Skyboards which count as two models each. Fire Points and Access Points: The Slavehunter is open-topped except for the front arc.

Special Rules Front Armour: The Slavehunter has a solid plating covering its prow completely with nothing but non-vital systems, namely the slave pens, directly behind. It does not count as open topped for attacks against the front arc even in assault, though assaulting models hit rear AV as normal. Wargear Slave Pens: The Slavehunter Command Skiff has built in tractor beams and slave pens in the prow, which grant a +1 to all rolls to capture defeated opponents within 12” of its hull. That means that if an enemy squad falls back in close combat they are captured on a 3+. If there are any models embarked on the Slavehunter, enemy models within 12” of the Skiff killed by shooting may also be captured as slaves, but only on a D6 roll of 6. Additionally, the Slavehunter always counts as being upgraded with trophy mounts but unlike normal trophy mounts, these are effective up to 12” away, and can stack with up to one set of regular trophy mounts.

VOIDSTALKER SIEGE SKIFF This large skimmer is comparable in size and performance to the Slavehunter, but is designed for a very different role. Bringing the devastating firepower of the Dark Eldars’ dreaded Void Lance to bear against their enemies as well as enough additional firepower to bring a smile to the most dour Archon’s face, the Voidstalker is a weapon to be feared throughout the galaxy.

| - Armour - | Type BS SP F S R Voidstalker Super-Heavy Skimmer, 4 4 11 11 10 Fast

Wargear Neutron Lance: This weapon is a much larger version of a dark lance. The negative energy beam is extremely focused with both greater range and overall power. Range Strength AP Type 48” D 1 Heavy 4, Blast,

Primary Weapon

Void Lance: This negative energy ordinance weapon is somewhat similar to the Dark Lance in design, but on a much larger scale, with rift technology resembling the Eldar Distortion Cannon, though it is much more focused than said counterpart. Range Strength AP Type 60” D 1 Ordinance 1, Blast,

Primary Weapon The Void Lance ignores defensive fields and all saves of any kind, including invulnerable and cover saves.

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SLAVEBRINGER ASSAULT BOAT More commonly seen in space battles, the Slavebringer Assault Boat is primarily a troop transport, but carries some powerful armament as well, and is equipped with highly accurate short range transporters, and a very small mimic engine.

| - Armour - | Type BS SP F S R Slavebringer Super-Heavy Flyer 4 2 10 10 10

Transport The Slavebringer can carry up to 20 models in up to 2 separate units. It may carry Scourges/models on Hellion Skyboards which count as two models each, or Hell Gliders/models on Reaver Jetbikes which count as 3 models each. Access Points: The Slavebringer uses Short Range Teleporters instead of access points.

Wargear Short Range Teleporters: The Slavebringer is equipped with very accurate short range teleporters that allow it to capture slaves, and deploy transported troops at a distance. Enemy models within 12” of the ship killed by shooting may be captured as slaves on a D6 roll of 6. In addition, units can disembark from the Slavebringer up to 18” from its hull. Similarly units can embark onto the Slavebringer from up to 18” away. Mimic Engines: During the first two turns the Slavebringer is in play it cannot be fired upon unless an enemy unit comes within 24” of it, or it takes a hostile action such as firing on enemy units. Stealth Field: See the Vampire Reaper entry below.

VAMPIRE REAPER Based loosely on the Vampire Raider ship used by other Eldar, this exclusively Dark Eldar variant is built with a sophisticated cloaking field, enabling it to approach targets completely undetected, and deploy either powerful anti-armour weaponry, or drop large numbers of troops into a battle.

| - Armour - | Type BS SP F S R Vampire Super-Heavy Flyer 4 3 10 10 10

Transport The Vampire can carry up to 30 models in up to 3 separate units. It may carry Scourges/models on Hellion Skyboards which count as two models each, or Hell Gliders/models on Reaver Jetbikes which count as 3 models each. Access Points: Rear ramp. Up to 3 units may disembark from the Vampire Reaper’s rear ramp in a single turn. Gravity Lift A Vampire Reaper may be mounted with a special gravitic field energy lift that allows it to carry Dark Eldar vehicles into battle underneath the center hull. It may carry up to 2 Raiders and/or Ravagers, or 1 Death Hunter variant. Raiders may also contain passengers.

Unloading Vehicles: Vehicles can disembark from the Vampire very quickly, if the vehicle disembarks before t he transport moves it may move as normal that turn, otherwise it counts as moving at cruising speed. Loading Vehicles: An empty Vampire Reaper can pick up a vehicle by landing on top of it (is, moving over it). The next turn the transport can move again, taking the vehicle with it. Wargear Stealth Field: The Vampire Reaper is protected by a sophisticated cloaking field which renders the ship virtually impossible to detect while under cloak. This counts as a Night Shield, and also requires any models wishing to shoot at the Vampire to check if they can see the vehicle as if Night Fighting rules were being used. Phoenix Missile Launcher: See Imperial Armour: Apocalypse page 58.

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Wargear

Weapon Special Rules Piercing Any weapon with the Piercing rule counts any armour saves better than 4+ (ie: 3+ or 2+) as 4+. This does not work on models with the Necron special rule. Waking Nightmares See the Terrorfex entry in Codex: Dark Eldar page 15, second paragraph, below the weapon’s stats.

AA Mount, Bomb, Destroyer, Primary Weapon All these rules are detailed in the Warhammer 40,000: Apocalypse and Imperial Armour: Apocalypse rulebooks.

Weapons

Agoniser See Codex: Dark Eldar page 14. Archangel of Pain (Arcane Wargear) See Codex: Dark Eldar page 15.

Range Strength AP Type Template 7 3 Assault 1,

Pinning, Ignores Cover

A Psyker who is hit by an Archangel of Pain must take a Psychic Test with a -2 penalty to their Leadership. If they fail the test, they are immediately affected by Perils of the Warp. Blaster See Codex: Dark Eldar page 14. Blasters use the Lance rule. Combat Daggers, Dueling Blades, Fighting Claws, and Razor Swords These weapons are usually long knives, short swords, or smaller blades attached to either a polymorphic grip or an arm bracer, but they all function as regular close combat weapons. Dark Lance See Codex: Dark Eldar page 14. Dark Lances use the Lance rule. Death Glaive See the Incubi entry on page 12 above. Destructor See Codex: Dark Eldar page 14. Destructors Ignore Cover. Roll AP for each shot, not hit.

Disruptor Hellglaive See the Hellions entry on page 9 above. Disruptor Pistol Powerful pistol which fires dark matter in small but accurate bolts.

Range Strength AP Type 12” 7 3 Pistol Disruptor Rifle One of the smaller handheld dark matter weapons, cousin to the disintegrator.

Range Strength AP Type 24” 7 3 Rapid Fire Dueling Glaive A staff-like weapon with two curved blades on either end balanced for swift attacks with plenty of weight behind them. This is a two-handed close combat weapon which strikes at +1 strength and counts as wielding two 1 handed close combat weapons. Falchion See the Blood Reavers entry on page 8 above. Fusion Pistol See Codex: Craftworld Eldar page 48. Harlequin’s Kiss See Codex: Craftworld Eldar page 48.

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Haywire Launcher A simple but effective grenade launcher which fires explosive haywire grenades.

Range Strength AP Type 24” 3 6 Assault 1, Blast A Haywire Launcher counts any hits against a vehicle as hits from Haywire Grenades. Haywire Launchers ignore armour saves on a 3+. Roll once for each shot. Heavy Disruptor Similar to a disintegrator or disruptor rifle, this weapon has a more focused output.

Range Strength AP Type 36” 7 3 Heavy 2 Hellglaive See the Hellions entry on page 9 above. Hydra Glaive This multi-bladed expanding glaive is capable of making extremely rapid and vicious attacks despite its size. This is a two-handed close combat weapon which counts as wielding two 1 handed close combat weapons, but grants +2 attacks instead of +1. Lich Knife See the Lich Lord entry on page 5 above. Mantis Sting See the Warp Mantises entry on page 13 above. Night Blades See the Warp Mantises entry on page 13 above. Poisoned Blades See Codex: Dark Eldar page 14. These count as Poisoned Weapons as described in the Warhammer 40,000 rulebook. Power Blades The Dark Eldar usually use powered Fighting Claws, or short swords over heavier weapons, these all function as Power Weapons as described in the Warhammer 40,000 rulebook. Punisher See Codex: Dark Eldar page 14.

Razor Spinner A slightly larger version of the Shredder, this support weapon is used by a select few Dark Eldar units.

Range Strength AP Type 36” 6 - Heavy 1, Blast,

Pinning Reaper Blades See the Incubi entry on page 12 above. Rift Cannon This weapon fires dark matter explosives at high velocity. It can fire its grenades on two different settings, with the following profiles:

Disintegration Grenades Range Strength AP Type 24” 7 2 Assault 1

Disruption Grenades Range Strength AP Type 24” 4 3 Assault 1, Blast Scissorhand See Codex: Dark Eldar page 15. Scourge Lance See the Scourges entry on page 11 above. Screamer Pistol This counts as a splinter pistol but gets 3 shots in the shooting phase. Shadow Blade Surrounded by an energy field which destabilizes matter along the narrow point of impact, these dark blades cut through heavy armour with relative ease. Shadow Blades are close combat weapons with the Lance and Piercing rules. Shadow Scythes See the Warp Mantises entry on page 13 above. Shard Net & Impaler See the Wyches entry on page 7 above. Shard Net & Void Piercer See the Wych Lord entry on page 4 above.

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Shredder See Codex: Dark Eldar page 13. Shredders us the Pinning special rule. Units can be entangled by the webs of monofilament mesh and barbs. Shrieker Cannon See Codex: Craftworld Eldar page 49. Shuriken Pistol See Codex: Craftworld Eldar page 22. Snare Spinner These ranged weapons are sometimes wielded by the most avid slave takers among the Dark Eldar.

Range Strength AP Type 12” 3 - Pistol, Slave

Taking Slave Taking: The model wielding a snare spinner and any unit they are with can re-roll 1 failed slave taking roll per assault phase. In addition each turn one shooting casualty from each snare spinner may be taken as a slave on a d6 roll of 6. Snare Whip See the Blood Reavers entry on page 8 above. Splinter Cannon See Codex: Dark Eldar page 13. Splinter Long-Rifle See the Scourges entry on page 11 above. Splinter Pistol See Codex: Dark Eldar page 13. Splinter Rifle See Codex: Dark Eldar page 13. The Dark Eldar are very versatile when it comes to combat, and are generally highly skilled both at range and up close, and their splinter rifles are specifically designed to facilitate both. Any Dark Eldar models with splinter rifles are allowed to assault after firing them as long as no other models in their units fired normal Rapid Fire or Heavy weapons.

Stinger See Codex: Dark Eldar page 15. Talos Claws See the Talos entry on page 10 above. Talos Sting See the Talos entry on page 10 above. Terrorfex See Codex: Dark Eldar page 15. Terrorfexes use the Waking Nightmares rule. Tormentor Helm See Codex: Dark Eldar page 15. The entire entry after the first sentence should be replaced with the following: The helm may fire as a splinter pistol in the shooting phase, and grants the model +1 attacks in close combat. Venom Talons See the Talos entry on page 10 above. Wrecker Flail See the Talos entry on page 10 above. Xenospasm (Arcane Wargear) See Codex: Dark Eldar page 15. Ignore the last paragraph in the entry below the weapons stats. The Xenospasm uses the Waking Nightmares rule.

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Other Equipment

Animus Vitae (Arcane Wargear) See Codex: Dark Eldar page 15. Claw Spider Graft See the Haemonculi entry on page 4 above. Combat Drugs See Codex: Dark Eldar page 14. If mounted on a Reaver Jetbike, Hellion Skyboard, or Hell Glider replace the 12” Charge drug with: • Crazed: The model becomes Fearless, and may

not Hit and Run. Crucible of Malediction (Arcane Wargear) See the Haemonculi entry on page 4 above. Fission Shards Lacing the monofilament meshes with energy charged crystals which produce a micro-fission reaction after a delayed ‘fuse’ allows the dark eldar to combat tougher and more heavily armoured foes with their shredder weapons. A variation of this ammunition type is used in the Razor Spinner Incinerator. Grants the weapon +1 Str, and 1 better AP. Fission Shards can only be used with Shredders, Razor Spinners, and Blood Weavers. Flip Belt See Codex: Craftworld Eldar page 48. Goblet of Spite (Arcane Wargear) See Codex: Dark Eldar page 15. Entire second paragraph in the entry should be replaced with the following: A Succubus that carries the Goblet of Spite, any models in the same unit as the Succubus, and any friendly units with a model in base contact with the Succubus or his unit gains the Favored Enemy special rule. Gravitic Engine See the Talos entry on page 10 above.

Gruesome Talismans See Codex: Dark Eldar page 14. Entire entry after the first sentence should be replaced with the following: Gruesome Talismans apply a -1 penalty to any enemy morale check to fall back from close combat with an equipped unit. If the entire unit has them (not counting upgrade characters or Independent Characters), the penalty is increased to -2. Hallucinogen Grenades See Codex: Craftworld Eldar page 49. Hardened Force Shield (Arcane Wargear) See the Talos entry on page 10 above. Haywire Grenades See Codex: Dark Eldar page 14. Ignore the last sentence of the entry. Hellion Skyboard See the Hellions entry on page 9 above. Hell Glider See the Hell Gliders entry on page 7 above. Hell Mask See Codex: Dark Eldar page 14. Incubated Cores Injecting toxins and other hazardous chemicals into an ammunition core is especially effective in conjunction with the lacerating effects of Shredder weaponry. A weapon with this upgrade always wounds on a 2+ as a Poison weapon, but uses its normal strength for determining instant kills, and Vehicle Penetration. AP is unaffected. Incubated Cores can only be used with Shredders, Razor Spinners, and Blood Weavers.

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Incubated Crystals The Dark Eldar love to use toxins with their splinter weapons, incubating their ammunition crystals with paralyzing poisons which make the crystals significantly more effective at incapacitating their prey. A weapon with this upgrade always wounds on a 4+ as a Poison weapon, but uses its normal strength for determining instant kills, and Vehicle Penetration. AP is unaffected. Incubated Crystals can only be used with Screamer Pistols, Splinter Cannons, Splinter Pistols, and Splinter Rifles. Jet Booster See the Talos entry on page 10 above. Jet Scythes See the Blood Reavers entry on page 9 above. Karnival Cocktails See the Haemonculi entry on page 4 above. Mask of the Damned (Arcane Wargear) See Codex: Dark Eldar page 15. Nightmare Doll (Arcane Wargear) See Codex: Dark Eldar page 15. First sentence of the second paragraph in the entry should be replaced with the following: A Dark Eldar model equipped with a Nightmare Doll allows the player to steal the initiative on a 4+, before the battle starts. See Stealing the Initiative in the Warhammer 40,000 rulebook. Personal Webway Generators See the Warp Mantises entry on page 13 above. Plasma Grenades See Codex: Dark Eldar page 14. Raid Boosters These high output afterburners are often used to get into a more favorable position at the start of a battle, but sadly burn through fuel very quickly, and usually only have enough for one use. Vehicles, or models on Reaver Jetbikes fitted with Raid Boosters have the Scouts special rule. A model with Raid Boosters may not have Screaming Jets.

Reaver Jetbikes Ignore entry in Codex: Dark Eldar on page 14. Entire entry should be replaced with the following: A Dark Eldar character on a Reaver Jetbike changes its unit type from Infantry to Jetbike, with all the benefits of an Eldar Jetbike described in the rulebook. The model gains +1 Toughness as normal, but also +1 Strength due to the combat blades fixed to the bike, and +1 to its Armour Save. The bike comes with an in-built splinter rifle. Characters mounted on Jetbikes cannot be given an Archangel of Pain, Crucible of Malediction, Void Mail, or Webway Portal. Repair Systems See the Talos entry on page 10 above. Scorpion Legs See the Talos entry on page 10 above. Scourge Wings See the Scourges entry on page 11 above. Screaming Jets See Codex: Dark Eldar page 13. Entire entry after the first sentence should be replaced with the following: Vehicles, or models on Reaver Jetbikes fitted with Screaming Jets gain the Deep Strike rule. A model with Screaming Jets may not have Raid Boosters. Shadow Field (Arcane Wargear) See Codex: Dark Eldar page 15. Soul Seeker Sight See the Soul Reavers entry on page 7 above. Soul Seeker Splinters See the Soul Seeker Ammunition entry in Codex: Dark Eldar on page 15. The last sentence in the entry should be replaced with the following: Soul Seeker Splinters can only be used with Hellglaives, Screamer Pistols, Shard Cannons, Splinter Cannons, Splinter Rifles, Splinter Pistols, and Tormentor Helms.

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Terror Grenades The same sort of grenades fired from Terrorfexes put to a different use. These function as defensive grenades as described in the Warhammer 40,000 rulebook. Trophy Rack See the Trophy Racks entry in Codex: Dark Eldar on page 15. A Trophy Rack will not effect Leadership for the purposes of taking psychic tests. Vexantrope (Arcane Wargear) See Codex: Dark Eldar page 15.

Webway Portal See Codex: Dark Eldar page 15. The model carrying the portal may activate it if they moved, but if they do so the unit must give up all movement on the following turn, and still may not move in the assault phase during their current turn. A Webway portal can also be attached to a deep strike beacon instead of a unit. If this is done, use the deep strike rules as normal to deep strike a marker for the portal, if it lands safely with no mishap then you may open a portal where it landed in the subsequent shooting phase. Death Hunters, their variations, and Superheavy Warmachines may not use Webway Portals. Wraithbone Structure (Arcane Wargear) See the Talos entry on page 10 above. Wych Drugs See the Combat Drugs rule in the Wyches entry in Codex: Dark Eldar on page 9. A model on a Reaver Jetbike, or Hellion Skybaord replaces the 12” Charge drug result with:

1. Crazed: The model becomes Fearless.

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Armour

Holo-Suit See Codex: Craftworld Eldar page 48. Incubi Armour See the Incubi entry on page 12 above. Mantis Armour See the Warp Mantises entry on page 13 above. Mesh Armour The standard armour of most Dark Eldar infantry, this incorporates rigid impact dampening plates over a reactive mesh that hardens against kinetic impact in order to resist damage. These materials are light enough that most warriors are not significantly slowed down by them. Models wearing Mesh Armour receive a 5+ armour save. Sect Master Armour The Sect Masters of the Incubi and Warp Mantises wear expertly crafted ancient suits of armour which they won from previous Sect Masters in the very same duels in which they earned their ranks. Sect Masters are especially feared for their millennia of honed martial skills, and their armour makes them significantly harder to kill, as well. Models wearing Sect Master Armour receive a 3+ armour save.

Void Mail (Arcane Wargear) Some dark eldar lords sport elaborately decorated armour which also provides better protection than lighter apparel. Known as ‘void mail’ these suits are a little heavier than standard armour but utilize efficient psychically powered fibers to compensate, and contain built in hardening fields. Models wearing Void Mail receive a 4+ armour save, and count their base toughness and armour save as 1 better against shooting attacks. Close combat attacks are made against the models normal save and toughness. A model wearing Void Mail cannot be mounted on a Reaver Jetbike. Wych Armour and Lich Armour The wyches who fight in the gladiatorial arenas wear light piecemeal armour chosen generally for how impressive it looks rather than how defensive it is. Usually consisting of little more than a few interwoven plates, and sometimes greaves or gauntlets, these outfits leave much of the wearer exposed, but still provide a small amount of protection in a pinch. Web Liches generally wear a small amount of armour concealed beneath their robes, for those few times their symbiotic protection is not enough. Models wearing this sort of armour receive a 6+ armour save.

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Vehicle Armoury

Annihilator See the Tormentor Titan entry on page 23 above. Blood Weaver See the Widow entry on page 17 above. Disintegrator See Codex: Dark Eldar page 14. Disruptor Cannon This heavy weapon fires dark matter in extremely intense bursts. While it may be lacking a bit in sophistication, but it’s still an undeniably potent weapon.

Range Strength AP Type 48” 8 3 Heavy 3 Force Screen See the Nightscreamer entry on page 18 above. Gatling Dark Lances These function as a normal Dark Lance with d3 shots. Gun Slings See the Nightscreamer entry on page 18 above. Gravity Lift See the Vampire Reaper entry on page 25 above. Hardening Field (Arcane Wargear) This energy field deflects incoming fire and dampens energy of all sorts focused on the vehicle it protects. A vehicle with a Hardening Field has an Armour Value of 14 in all directions against shooting attacks. Close combat attacks are made against the vehicle’s ordinary Armour Values. Horrorfex See Codex: Dark Eldar page 13. The second sentence in the entry should be replaced with the following: The vehicle is fitted with a larger version of a terrorfex, which can be fired as a non-defensive weapon in the Dark Eldar shooting phase. A Horrorfex can be upgraded to fire Haywire Grenades instead. If they do this they count as Haywire Launchers, with 18” range.

Mimic Engines See the Slavebringer Assault Boat entry on page 25 above. Neutron Lance See the Voidstalker Siege Skiff entry on page 24 above. Neutron Thrusters Some Dark Eldar vehicles sport volatile engines with dark matter fuel injectors making the craft capable of extreme speeds. This is not without risk, however. A vehicle with Neutron Thrusters can move up to 36” when moving flat out. If the total distance moved is greater than 24” the vehicle downgrades any penetrating hits to glancing hits. If a transport is destroyed at that speed, the strength of any hits inflicted on the passengers by the destroyed transport is doubled. Night Shield See Codex: Dark Eldar page 13. Non-flyers with Night Shields add 9” to enemy weapon range instead of 6”. Phase Cannon See the Phase Hunter entry on page 16 above. Phoenix Missile Launcher See Imperial Armour: Apocalypse page 58. Raid Boosters See page 30 above. Razorspinner Incinerator See the Razorwing entry on page 18 above. Scaling Nets See Codex: Dark Eldar page 13. The entire entry except the first and last sentences should be replaced with the following: A unit may embark or disembark onto or from the Vehicle during any phase, not just the movement phase. Units may even use a consolidation move to embark onto the Transport. However, the nets also provide easier access for foes, and any enemy unit attacking the transport in close combat will hit on a 4+ or better, no matter how far the vehicle moved.

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Screaming Jets See page 30 above. Scythes See Codex: Dark Eldar page 13. Shadow Cannon See the Rift Hunter entry on page 16 above. Shard Cannon A significantly heavier version of the splinter cannon mounted exclusively on flyers.

Range Strength AP Type 24” 5 4 Heavy 4 Short Range Teleporters See the Slavebringer Assault Boat entry on page 25 above. Slave Pens See the Slavehunter Command Skiff entry on page 24 above. Slave Snares See Codex: Dark Eldar page 13. Ignore the last sentence in the entry. Stability Fields Most Dark Eldar Transports have sophisticated inertial dampening fields built into the decks that decrease the effects of turbulance and velocity for transported warriors. The vehicle counts as moving up to 6" less for the purposes of transported models firing ranged weapons, and the transported models count as being stationary if the vehicle moved no more than 3" total.

Stealth Field See the Vampire Reaper entry on page 25 above. Titan Blades See the Tormentor Titan entry on page 23 above. Tormentor Cannon See the Tormentor Titan entry on page 23 above. Torture Amp See Codex: Dark Eldar page 13. Trophy Mounts See the Trophy Racks entry in Codex: Dark Eldar on page 13. Void Lance See the Voidstalker Siege Skiff entry on page 24 above. Vortex Thrusters Favoring maneuverability over raw speed, vehicles with Vortex Thrusters are capable of making drastic changes in direction and velocity nearly instantaneously. If a vehicle with Vortex Thrusters did not move Flat Out in the movement phase, they may move an additional 12” in the assault phase. This extra movement can be used with Slave Snares, or a Torture Amp. Warp Rail Cannon See the Webway Trebuchet entry on page 17 above.

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Dark Eldar Army List

Items marked with an asterix * use the listed prices in the Armoury or their unit entry in the codex.

HQ

Asdrubael Vect ............................................................... * Points Page 19

Unit Composition: • 1 (Unique)

Unit Type: • Vehicle

Wargear: • Dais of Destruction • Punishers • 3 Splinter Pistols

(Transported) • 2 Disintegrators • Dark Lance

Special Rules: • Shadow Tactics • Close Combat

Lelith Hesperax .............................................................. 120 Points Page 19

Unit Composition: • 1 (Unique)

Unit Type: • Infantry

Wargear: • Agoniser • Splinter Pistol • Shard Net and Void

Piercer • Shadow Field (Arcane) • Wych Drugs • Wych Armour • Plasma Grenades • Trophy Rack

Special Rules: • Agility • Eternal Warrior • Fleet of Foot • Independent

Character • Jealous of Power • Let the Cowards Run • Wych • Shadow Tactics • Lelith’s Retinue

| - Armour - | Type WS BS S F S R I A Asdrubael Vect [ - - - - - - - - - - see entry pg 36 - - - - - - - - - -] 4+3

Shadow Tactics If using this rule, the Jealous of Power rule is ignored, thus there is no limit on the number of Archons, Archites, Hierarchs, and/or Aspirants you may take up to the normal Force Organization allowances. Wyches and Grotesques may be taken as troops, and all limitations on unit allowances are removed. Army may not include Lich Lords or Web Ghuls.

WS BS S T W I A Ld Sv Lelith Hesperax [ - - - - - - - - - - see entry pg 39 - - - - - - - - - ]

Retinue Lelith may take a retinue of up to 9 bodyguard chosen as normal from the Wyches entry.

Jealous of Power A Dark Eldar Army may only include one Archon, Archite, or Master Haemonculus, and no more than one of each. As many Dracons, Dracites, and Haemonculi may be taken as desired, as allowed by the mission being played. Wych Cult If your army includes a Wych Lord, Wyches are taken as Troops instead of Elites. A maximum of 6 Warp Beast Packs may be taken in one Army if you include a Wych Lord. Shadow Tactics If using this rule, Warriors become Elites. Army may not include Haemonculi, Lich Lords, Grotesques, Incubi, Uber Grotesques, Web Ghuls, Warp Mantises, or Talos. Wyches may be taken as Elites in addition to Troops, and gain additional options.

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HQ

Razavar ................................................................................ 180 Points Page 20

Unit Composition: • 1 (Unique)

Unit Type: • Jetbike

Wargear: • Nightwraith • Blood Tearers • Combat Drugs • Mesh Armour

Special Rules: • Eternal Warrior • Independent

Character • Jealous of Power • Let the Cowards Run • Reaver Lord • Shadow Tactics • Predator • Razavar’s Retinue

Urien Rakarth ................................................................. 125 Points Page 20

Unit Composition: • 1 (Unique)

Unit Type: • Infantry

Wargear • Destructor • Stinger • Scissorhand • Crucible of

Malediction (Arcane) • Mesh Armour • Trophy Rack • Karnival Cocktails

Special Rules: • Eternal Warrior • Fleet of Foot • Independent

Character • Keeper of a Thousand

Terrors • Let the Cowards Run • Shadow Tactics • Master Craftsman • Urien’s Retinue

WS BS S T W I A Ld Sv Razavar 6 6 5 5 3 7 3+1 9 4+

Retinue: Razavar may take a retinue of up to 9 bodyguard chosen as normal from either the Blood Reavers, or Soul Reavers entries.

Razavar counts as an Archite or Archon for Army Composition rules such as Jealous of Power, or Wych Cult. Jealous of Power A Dark Eldar Army may only include one Archon, Archite, or Master Haemonculus, and no more than one of each. As many Dracons, Dracites, and Haemonculi may be taken as desired, as allowed by the mission being played. Wych Cult/Incubi Sect If your army includes a Wych Lord, Wyches are taken as Troops instead of Elites. A maximum of 6 Warp Beast Packs may be taken in one Army if you include a Wych Lord. Your army may include one unit of Incubi as an Elites choice for every Kabal Lord taken, up to the normal Force Organization allowances. Shadow Tactics If using this rule, Blood Reavers and Soul Reavers may be taken as Elites in addition to Fast Attack, and may deploy as Outflankers.

WS BS S T W I A Ld Sv Urien Rakarth 5 5 3 4 3 4 3 8 5+

Retinue Urien may take a retinue of up to 9 bodyguard chosen as normal from the Uber Grotesques entry.

Jealous of Power A Dark Eldar Army may only include one Archon, Archite, or Master Haemonculus, and no more than one of each. As many Dracons, Dracites, and Haemonculi may be taken as desired, as allowed by the mission being played. Heamonculus Coven If your army includes a Master Haemonculus grotesques are taken as Troops instead of Elites, and Uber Grotesques may be taken as Elites. Shadow Tactics If using this rule, Haemonculi may take Retinues of up to 5 Grotesques, and Talos that cost 90 points or less may be taken as Elites. Army may not include Lich Lords, Web Ghuls, Mandrakes, Nightscreamers, or Scourges.

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HQ

The Dark Father ............................................................ 245 Points Page 22

Unit Composition: • 1 (Unique) Unit Type: • Infantry

Wargear • The Dark Scythe • The Black Mandible • Twilight Cloak • Phoenix Armour

Special Rules: • Eternal Warrior • Fearless • Fleet of Foot • Disciples • Independent

Character • Sect Lord • Weapon Master

Sect Master Powers The Dark Father has all of the following powers: Destroyer, Discipline, Ferocious Assault, Shield, Webway Rift

Kabal Lord ........................................................................ 45 Points Page 3

Unit Composition: • 1 Dracon Unit Type: • Infantry Wargear: • Shadow Blade • Splinter Pistol • Mesh Armour • Plasma Grenades • Trophy Rack

Special Rules: • Agility • Fleet of Foot • Independent

Character • Jealous of Power • Let the Cowards Run

Options: • Upgrade to an Archon: +25 pts • Replace Shadow Blade with:

- Agoniser +15 pts - Power Blade +10 pts

• Replace Splinter Pistol with: - Blaster +10 pts - Disruptor Pistol +10 pts - Disruptor Rifle +10 pts - Screamer Pistol +8 pts - Shredder +15 pts - Snare Spinner +5 pts - Splinter Rifle free

• Replace both weapons with: - Dueling Glaive free - Punisher +15 pts

• May take one of the following: - Terrorfex +8 pts

• If Void Mail isn’t chosen may have one of the

following: - Hellion Skyboard * - Personal Webway Generator +25 pts - Reaver Jetbike (Dracon) +30 pts - Reaver Jetbike (Archon) *

• If a Reaver Jetbike is Chosen, may take Raid Boosters or Screaming Jets: +5 pts

• If a Hellion Skyboard or Reaver Jetbike is not chosen may take one of the following:

- Archangel of Pain (Arcane) * - Nightmare Doll (Arcane) *

- Xenospasm (Arcane) * • May take one of the following:

- Hell Mask * - Mask of the Damned (Arcane) * - Tormentor Helm +8 pts - Vexantrope (Arcane) *

• Take Fission Shards, Incubated Cores, Incubated Crystals, and/or Soul Seeker Splinters: +5 pts ea.

• May take any of the following: - Animus Vitae (Arcane) * - Combat Drugs * - Gruesome Talisman * - Shadow Field (Arcane) *

• Replace Mesh Armour with Void Mail (Arcane): – +8 pts

Jealous of Power A Dark Eldar Army may only include one Archon, Archite, or Master Haemonculus, and no more than one of each. As many Dracons, Dracites, and Haemonculi may be taken as desired, as allowed by the mission being played. Incubi Sect Your army may include one unit of Incubi as an Elites choice for every Kabal Lord taken, up to the normal Force Organization allowances.

WS BS S T W I A Ld Sv The Dark Father 7 7 6 4 3 7 4+2 10 2+

WS BS S T W I A Ld Sv Archon [ - - - - - - - - - - see entry pg 6 - - - - - - - - - - ] Dracon [ - - - - - - - - - - see entry pg 6 - - - - - - - - - - ]

Retinue A Kabal Lord may take a retinue of up to 9 bodyguard chosen as normal from either the Warriors or Incubi entries.

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HQ

Wych Lord ......................................................................... 65 Points Page 3

Unit Composition: • 1 Dracite Unit Type: • Infantry Wargear: • Shard Net and Void

Piercer • Splinter Pistol • Wych Armour • Wych Drugs • Plasma Grenades • Trophy Rack

Special Rules: • Agility • Fleet of Foot • Independent

Character • Jealous of Power • Let the Cowards Run • Wych

Options: • Upgrade to an Archite: +25 pts • Replace Void Piercer with an Agoniser: +5 pts • Replace Splinter Pistol with:

- Disruptor Pistol +10 pts - Screamer Pistol +6 pts - Snare Spinner +5 pts

• Replace both weapons with: - Disruptor Hellglaive +5 pts

• May take one of the following: - Terrorfex +8 pts - Xenospasm (Arcane) *

• May take one of the following: - Hell Mask * - Mask of the Damned (Arcane) * - Tormentor Helm +8 pts - Vexantrope (Arcane) *

• May take Incubated Crystals: +5 pts

• If Void Mail isn’t chosen may have one of the

following: - Hellion Skyboard * - Reaver Jetbike (Dracite) +30 pts - Reaver Jetbike (Archite) *

• If a Reaver Jetbike is Chosen, may take Raid Boosters or Screaming Jets: +5 pts

• If a Hellion Skyboard or Reaver Jetbike is not chosen may take a Nightmare Doll (Arcane) *

• May take Soul Seeker Splinters: +5 pts • May take any of the following:

- Animus Vitae (Arcane) * - Combat Drugs +20 pts - Gruesome Talisman * - Shadow Field (Arcane) *

• Replace Wych Armour with Void Mail (Arcane): – +10 pts

Jealous of Power A Dark Eldar Army may only include one Archon, Archite, or Master Haemonculus, and no more than one of each. As many Dracons, Dracites, and Haemonculi may be taken as desired, as allowed by the mission being played. Wych Cult If your army includes a Wych Lord, Wyches are taken as Troops instead of Elites. A maximum of 6 Warp Beast Packs may be taken in one Army if you include a Wych Lord.

WS BS S T W I A Ld Sv Archite [ - - - - - see Wych Archite entry pg 6 - - - - - ] Dracite [ - - - - - see Wych Dracite entry pg 6 - - - - - ]

Retinue A Wych Lord may take a retinue of up to 9 bodyguard chosen as normal from the Wyches entry.

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HQ

Haemonculi........................................................................ 50 Points Page 4

Unit Composition: • 1 Haemonculus Unit Type: • Infantry Wargear: • Scissorhand • Stinger • Mesh Armour • Trophy Rack • Karnival Cocktails

Special Rules: • Fleet of Foot • Independent

Character • Keeper of a Thousand

Terrors • Let the Cowards Run • Torture Master (Master

Haemonculus only)

Options: • Upgrade one Haemonculus to a Master

Haemonculus: +20 pts • May include up to two additional Haemonculi:

– +35 pts per model • Any model may Replace their Stinger with a

Destructor: +10 pts • Any model may take Haywire Grenades: * • Any model may take Terror Grenades: +2 pts • Any model may take one of the following:

- Terrorfex +8 pts - Xenospasm (Arcane) *

• Any model may take one of the following: - Hell Mask * - Mask of the Damned (Arcane) *

• If a Claw Spider Graft is not chosen any model may

have one of the following: - Archangel of Pain (Arcane) * - Crucible of Malediction (Arcane) * - Nightmare Doll (Arcane) * - Webway Portal *

- Vexantrope (Arcane) * • Any model may take any of the following:

- Combat Drugs +20 pts - Gruesome Talisman * - Shadow Field (Arcane) *

• One model may replace their Mesh Armour with Void Mail (Arcane): +12 pts

• If Void Mail isn’t chosen any model may have a Claw Spider Graft: +15 pts

WS BS S T W I A Ld Sv Master Haemonculus 4 4 3 4 3 4 3 8 5+ Haemonculus [ - - - - - - - - - - see entry pg 6 - - - - - - - - - - ]

Jealous of Power A Dark Eldar Army may only include one Archon, Archite, or Master Haemonculus, and no more than one of each. As many Dracons, Dracites, and Haemonculi may be taken as desired, as allowed by the mission being played. Heamonculus Coven If your army includes a Haemonculus or a Master Haemonculus grotesques are taken as Troops instead of Elites, and you may not include Uber Grotesques in your army. In addition if your army includes a Master Haemonculus, Uber Grotesques may be taken as Elites.

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HQ

Lich Lord ............................................................................ 70 Points Page 5

Unit Composition: • 1 Draculeth Unit Type: • Infantry Wargear: • Lich Knife • Splinter Pistol or

Splinter Rifle • Lich Armour • Trophy Rack • Animus Vitae*

Special Rules: • Agility • Fleet of Foot • Independent

Character • Jealous of Power • Let the Cowards Run • Psychic Artificing • Psyker • Soul Burn • Symbiotic

Enhancement*

Psychic Powers A Lich Lord has one of the following powers: Curse of the Darkways, Herd the Prey, Inescapable Dread, Pain of Death, The Reaping, Wrath of the Lost. Options: • A Draculeth may take one additional Psychic Power

from the list above: +15 pts • Upgrade Draculeth to an Archuleth: +40 pts • An Archuleth may take up to three additional Psychic

Powers from the list above: +15 pts ea. • Replace Splinter Pistol with:

- Agoniser * - Disruptor Pistol +10 pts - Power Blade *

• Replace Splinter Rifle with a Disruptor Rifle: +10 pts

• Replace Lich Armour with Void Mail (Arcane):

– +10 pts • If Void Mail isn’t chosen may have one of the

following: - Personal Webway Generator +25 pts - Reaver Jetbike (Draculeth) +30 pts - Reaver Jetbike (Archuleth) *

• If a Reaver Jetbike is Chosen, may take Raid Boosters or Screaming Jets: +5 pts

• If a Reaver Jetbike is not chosen may take one of the following:

- Archangel of Pain (Arcane) * - Nightmare Doll (Arcane) *

• Replace both weapons with a Dueling Glaive: free • Take Terror Grenades: +2 pts • Take Plasma Grenades * • Take one of the following:

- Terrorfex +5 pts - Xenospasm (Arcane) *

• Take one of the following: - Hell Mask * - Mask of the Damned (Arcane) * - Vexantrope (Arcane) *

• Take any of the following: - Gruesome Talisman * - Shadow Field (Arcane) *

WS BS S T W I A Ld Sv Archuleth 5 5 3 3 3 6 2 9 6+* Draculeth 4 4 3 3 2 5 1 8 6+*

Jealous of Power A Dark Eldar Army may include only one Lich Lord. Lich Enclave If your army includes a Lich Lord, Web Ghuls may be taken as Elites. Psychic Artificing Including a Lich Lord in an army allows you to take up to 2 of each of the following Arcane Wargear: Animus Vitae, Archangel of Pain, Mask of the Damned, and Vexantrope. No unit may have a Crucible of Malediction.

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Troops

Warriors .............................................................................. 46 Points Page 7

Unit Composition: • 1 Warrior Sybarite • 4 Warriors Unit Type: • Infantry Wargear: • Dueling Blades or

Combat Daggers • Splinter Pistols or

Splinter Rifles* • Mesh Armour • Trophy Rack (Sybarite

only) *The entire squad must choose either Splinter Pistols or Splinter Rifles but not both.

Special Rules: • Agility • Fleet of Foot • Raider Squads Dedicated Transport The squad may take a Raider (see page 42 for points costs). If the Squad numbers 11 models or more, may take 2 Raiders.

Options: • May include up to fifteen additional Warriors:

– * per model • One Warrior plus one for every ten models in the

squad may replace a Splinter Pistol or Splinter Rifle with:

- Blaster * - Shredder *

• One Warrior plus one for every ten models in the squad may replace a Splinter Pistol with:

- Disruptor Pistol +7 pts - Snare Spinner +3 pts

• One Warrior plus one for every ten models in the squad may replace a Splinter Rifle with:

- Dark Lance * - Disruptor Rifle +7 pts - Splinter Cannon *

• The entire squad may have Plasma Grenades: – +1 pt per model

• The Warrior Sybarite may replace one or both • The Warrior Sybarite may take one of the following:

- Terrorfex +5 pts - Xenospasm (Arcane) +15 pts

• The Warrior Sybarite may take: - Combat Drugs +15 pts - Gruesome Talisman * - Mask of the Damned (Arcane) * - Webway Portal *

weapons with: - Agoniser +15 pts - Dueling Glaive +3 pts - Poisoned Blades +3 pts - Power Blade +10 pts - Shadow Blade +3 pts - Snare Spinner +3 pts

WS BS S T W I A Ld Sv Warrior Sybarite [ - - - - - - see Sybarite entry pg 10 - - - - - - - ] Warrior [ - - - - - - - - - see entry pg 10 - - - - - - - - - - ]

Warrior Kabal Your army may include one unit of Hell Gliders for every unit of Warriors taken, up to the normal Force Organization allowances. Raider Squads If the squad numbers 11 models or more, they may embark in 2 transports in a squadron together, but only disembark if they maintain coherency. If they have 2 dedicated transports they may split into 2 units in as even numbers as possible and deploy separately in both dedicated transports.

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Dedicated Transport

Raider .................................................................................... 45 Points Page 15

Unit Composition: • 1 Raider Unit Type: • Vehicle

Wargear: • Dark Lance • Stability Fields Special Rules: • Raider Squadrons Transport Capacity: • 10 Infantry

Options: • Replace Dark Lance with Disintegrator: * • May take any of the following:

- Hardening Field (Arcane) +45 pts - Neutron Thrusters +10 pts - Night Shield * - Scaling Nets * - Torture Amp * - Trophy Mounts * - Vortex Thrusters +15 pts

• If Scaling Nets are not chosen may take any of the following:

- Scythes * - Slave Snares *

• May take one of the following: - Raid Boosters +15 pts - Screaming Jets *

• May take one of the following: - Horrorfex * - Horrorfex with Haywire Grenades +10 pts

Raider Squadrons At deployment, up to four raiders can be grouped together as a single squadron, in which case they function as one unit for the duration of the battle.

Webway Assault

Deep Strike Webway Portal Beacon ............... 75 Points Page 31 A dark elder army may include one Deep Strike Webway Portal Beacon for every Troops selection taken. See the Webway Portal entry on page 31 for rules on Deep Striking a Webway Portal attached to a Beacon.

Webway Portals attached to Deep Strike Beacons do not use up any allowance on the Force Organization Chart. They do not count as units, and cannot score, or contest objectives or count as killpoints in annihilation games.

| - Armour - | Type BS F S R Raider [ - - - - - see entry pg 10 - - - - - ] 11 10 10

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Elites

Wyches .................................................................................. 70 Points Page 7

Unit Composition: • 1 Wych Succubus • 4 Wyches Unit Type: • Infantry Wargear: • Combat Daggers • Splinter Pistols • Wych Armour • Wych Drugs • Plasma Grenades • Trophy Rack (Wych

Succubus only)

Special Rules: • Agility • Fleet of Foot • Wych • Wych Cult Dedicated Transport If the squad numbers 10 models or less, may take a Raider (see page 42 for points costs).

Options: • May include up to fifteen additional Wyches:

– * per model • One Wych for every five models in the squad may

take: - Blaster +6 pts - Shredder *

• One Wych for every five models in the squad may replace their Combat Dagger with a Shard Net & Impaler: +4 pts

• One Wych for every five models in the squad may replace their Combat Dagger with a Hydra Glaive: – +3 pts

• The Wych Succubus may replace their Combat Dagger and/or Splinter Pistol with:

- Agoniser +15 pts - Disruptor Pistol +7 pts - Hydra Glaive +3 pts

• The Wych Succubus may take:

- Combat Drugs +10 pts - Gruesome Talisman * - Mask of the Damned (Arcane) *

- Power Blade +10 pts - Snare Spinner +3 pts

• The Wych Succubus may take one of the following: - Goblet of Spite (Arcane) * - Webway Portal *

Grotesques ......................................................................... 45 Points Page 9

Unit Composition: • 3 Grotesques Unit Type: • Infantry Wargear: • Grafted Blades &

Claws, and Thick Skin

• *Terror Grenades

Special Rules: • Stealth (Stunted

Grotesques only) • Stupid • Terrifying Opponent • Tortured

Abominations* • Haemonculus Coven

Dedicated Transport If the squad numbers 10 models or less, may take a Raider (see page 42 for points costs). Note: Hulking Grotesques count as 2 models on a Raider, and Stunted Grotesques count as 1 for every 3. Options: • May include up to 3 additional Grotesques:

– * per model • May include up to 3 Hulking Grotesques:

– +30 pts per model • May include up to 9 Stunted Grotesques:

– +9 pts per model

WS BS S T W I A Ld Sv Wych Succubus [ - - - - - - - - - - see entry pg 9 - - - - - - - - - - ] Wych [ - - - - - - - - - - see entry pg 9 - - - - - - - - - - ]

Wych Cult If your army includes a Wych Lord, wyches are taken as Troops instead of Elites. One Warp Beast Pack may be included in a Dark Eldar Army without counting against your Elites allowance for every Wych squad taken. Your army may include one unit of Hellions for every unit of Wyches taken.

WS BS S T W I A Ld Sv Hulking Grotesque 4 0 5 4 3 3 2 6 6+ Grotesque [ - - - - - - - - - - see entry pg 8 - - - - - - - - - -] Stunted Grotesque 4 0 3 2 1 3 2 5 -

Heamonculus Coven If your army includes a Haemonculus or a Master Haemonculus grotesques are taken as Troops instead of Elites.

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Elites

Incubi ..................................................................................... 110 Points Page 12

S Unit Composition: • 5 Incubi Unit Type: • Infantry Wargear: • Punishers • Tormentor Helms • Incubi Armour • Sect Master Armour

(Incubi Master only) • Plasma Grenades

Special Rules: • Agility • Sect Master • Incubi Sect Dedicated Transport The squad may take a Raider (see page 42 for points costs).

Sect Master Powers An Incubi Master may choose from the following powers: Destroyer, Discipline, Shield Options: • One Incubi may be upgraded to an Incubi Master:

– +10 pts • May include up to five additional Incubi:

– +22 pts per model • Up to two Incubi may take either of the following:

- Blaster * - Shredder *

• The Incubi Master may replace his Punisher with: - Deathglaive +5 pts - Reaping Blades +10 pts

• The Incubi Master may take: - Animus Vitae (Arcane) * - Combat Drugs +15 pts - Sect Master Power +10 pts ea.

Drazhar................................................................................. * Points Page 21 One Incubi Retinue in the army may replace one Incubi with Drazhar.

Unit Composition: • As above (unique)

Unit Type: • Infantry

Wargear • Disemboweler Blades • Tormentor Helm • Incubi Armour

Special Rules: • Agility • Bodyguard • Fearless • Fleet of Foot • Incubi Lord

Uber Grotesques ............................................................ 36 Points Page 10

Unit Composition: • 2 Uber Grotesques Unit Type: • Infantry Wargear: • Grafted Blades &

Claws, and Thick Skin

• *Terror Grenades

Special Rules: • Stealth (Stunted Uber

Grotesques only) • Stupid • Terrifying Opponent • Tortured

Abominations* • Haemonculus Coven

Dedicated Transport If the squad numbers 10 models or less, may take a Raider (see page 42 for points costs). Note: Hulking Uber Grotesques count as 2 models on a Raider, and Stunted Uber Grotesques count as 1 for every 3. Options: • May include up to 2 additional Uber Grotesques:

– +18 pts per model • May include up to 2 Hulking Uber Grotesques:

– +35 pts per model • May include up to 6 Stunted Uber Grotesques:

– +11 pts per model

WS BS S T W I A Ld Sv Incubi Master 5 5 3 3 1 6 2+1 9 3+ Incubus 5 4 3 3 1 5 1+1 9 3+

Incubi Sect Your army may include one unit of Incubi as an Elites choice for every Kabal Lord taken.

WS BS S T W I A Ld Sv Drazhar [ - - - - - - - - - - see entry pg 40 - - - - - - - - - ]

WS BS S T W I A Ld Sv Hulking Uber Grotesque 5 0 5 4 3 4 2 7 4+ Uber Grotesque [ - - - - - - - - - see entry pg 40 - - - - - - - - - -] Stunted Uber Grotesque 5 0 3 2 1 4 2 6 5+

Heamonculus Coven If your army includes a Master Haemonculus, Uber Grotesques may be taken as Elites.

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Mandrakes ......................................................................... 75 Points Page 11

Unit Composition: • 5 Mandrakes Unit Type: • Infantry Wargear: • Fighting Claws • Combat Daggers • Mesh Armour • Plasma Grenades

Special Rules: • Agility • Fleet of Foot • Move Through Cover • Secret Deployment • Shadow Skinned

Options: • May include up to five additional Mandrakes:

– * per model • Any model may replace both weapons with:

- Dueling Glaive +2 pts - Poisoned Blades +3 pts

• Entire Squad may be equipped with Gruesome Talismans: +8 pts

Decapitator ........................................................................ * Points Page 21 If the army includes at least one unit of Mandrakes, it may also include the Decapitator. He does not take up any of the army’s Elites allotment, but does count as an Elites choice.

Unit Composition: • 1 (unique) Unit Type: • Infantry

Wargear • Decapitator • Combat Dagger • Splinter Pistol • Severed Heads • Mesh Armour • Plasma Grenades

Special Rules: • Additional Limbs • Agility • Eternal Warrior • Fleet of Foot • Hit and Run

• Independent

Character • Master Assassin • Secret Deployment • Shadow Skinned • Army of Shadows

Harlequin Troupe ......................................................... 110 Points Page 14

Unit Composition: • 1 Troupe Master • 4 Harlequins Unit Type: • Infantry Wargear: • Power Blade (Troupe

Master Only) • Razor Swords • Shuriken Pistols • Flip Belts • Holo-Suits

Special Rules: • Agility • Dance of Death • Fleet of Foot Dedicated Transport The squad may take a Raider (see page 42 for points costs). Psychic Powers A Shadow Seer has the following power: Veil of Tears

Options: • May include up to five additional Harlequins:

– * per model • One Harlequin may be upgraded to a Death Jester,

replacing his weapons with a Shrieker Cannon: * • One Harlequin may be upgraded to a Shadowseer

with Hallucinogen Grenades: * • Any Harlequin may replace their Razor Sword with a

Harlequin’s Kiss: * • Two Harlequins may replace their Shuriken Pistols

with Fusion Pistols: * • The Troupe Master may replace his Power Blade and

with: - Agoniser +5 pts - Harlequin’s Kiss Free

• The Troupe Master may replace his Shuriken Pistol with:

- Fusion Pistol * - Screamer Pistol +2 pts

WS BS S T W I A Ld Sv Mandrake [ - - - - - - - - - - see entry pg 8 - - - - - - - - - -]

WS BS S T W I A Ld Sv Decapitator [ - - - - - - - - - - see entry pg 41 - - - - - - - - - ]

WS BS S T W I A Ld Sv Troupe Master [ - - - - - - - - - - see entry pg 48 - - - - - - - - - -] Shadowseer [ - - - - - - - - - - see entry pg 48 - - - - - - - - - -] Death Jester [ - - - - - - - - - - see entry pg 48 - - - - - - - - - -] Harlequin [ - - - - - - - - - - see entry pg 48 - - - - - - - - - -]

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Elites

Web Ghuls.......................................................................... 76 Points Page 14

Unit Composition: • 1 Ghul Revenant • 4 Ghuls Unit Type: • Infantry Wargear: • Dueling Blades • Splinter Pistols or

Splinter Rifles • Mesh Armour • Plasma Grenades • Trophy Rack (Ghul

Revenant only)

Special Rules: • Agility • Fleet of Foot • Soul Flay • Soulless • Lich Enclave Dedicated Transport The squad may take a Raider (see page 42 for points costs).

Options: • May include up to five additional Ghuls:

– +13 pts per model • One Ghul for every five models in the squad may

replace their Splinter Pistol or Splinter Rifle with: - Disruptor Pistol +7 pts - Disruptor Rifle +7 pts - Splinter Cannon +10 pts - Shredder +10 pts

• The Ghul Revenant may replace his Dueling Blade and/or Splinter Pistol with:

- Disruptor Pistol +7 pts - Power Blade +15 pts - Snare Spinner +3 pts

• The Ghul Revenant may replace both weapons with a Dueling Glaive: +4 pts

• The Ghul Revenant may take one of the following: - Terrorfex +5 pts - Xenospasm (Arcane) +15 pts

• The Ghul Revenant may take: - Combat Drugs +15 pts - Gruesome Talisman * - Mask of the Damned (Arcane) * - Webway Portal *

Warp Beast Pack ........................................................... 53 Points Page 8

Unit Composition: • 1 Beastmaster • 3 Warp Beasts Unit Type: • Beasts Beastmaster Wargear: • Combat Dagger • Splinter Pistol • Wych Armour • Wych Drugs* • Plasma Grenades • Trophy Rack

(Beastmaster only)

Special Rules: • Agility (Beastmaster

Only) • Fleet of Foot • Limited Requisition • Wych (Beastmaster Only) • Wych Drugs* • Wych Cult

Options: • May include up to four additional Warp Beasts:

– * per model • The Beastmaster may replace their Combat Dagger

and/or Splinter Pistol with: - Agoniser +15 pts - Disruptor Pistol +7 pts - Hydra Glaive +3 pts - Poisoned Blades +3 pts - Power Blade +10 pts - Snare Spinner +3 pts

• The Beastmaster may take: - Combat Drugs +15 pts - Gruesome Talisman * - Mask of the Damned (Arcane) *

WS BS S T W I A Ld Sv Ghul Revenant 4 4 4 4 1 5 2 7 5+ Ghul 4 4 4 4 1 5 1 6 5+

Lich Enclave If your army includes a Lich Lord, Web Ghuls may be taken as Elites.

WS BS S T W I A Ld Sv Beastmaster [ - - - - see Wych Succubus entry pg 9 - - - -] Warp Beast [ - - - - - - - - - - see entry pg 9 - - - - - - - - - -]

Wych Cult One Warp Beast Pack may be included in a Dark Eldar Army without counting against your Elites allowance for every Wych squad taken. A maximum of 3 (6 if you include a Wych Lord) Warp Beast Packs may be taken in one Army.

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Elites

Aspirants ............................................................................. 54 Points Pages 3 & 14

Unit Composition: • 3 Sybarites Unit Type: • Infantry Sybarite Wargear: • 2 Razor Swords • Splinter Rifles • Mesh Armour Succubus Wargear: • Fighting Claws • Splinter Pistol • Wych Armour • Wych Drugs* Wargear: • Plasma Grenades • Trophy Rack (Hierarch

only) • Fission Shards • Incubated Crystals • Soul Seeker Splinters

Special Rules: • Agility • Elite Weaponry • Fleet of Foot • Independent

Character (Hierarch) • Jealous of Power • Kabal Servant

(Hierarch) • Wych (Succubus &

Dracite Hierarch) • Wych Drugs*

(Succubus & Dracite Hierarch)

Dedicated Transport If the squad does not take Hellion Skyboards or Reaver Jetbikes, may take a Raider (see page 42 for points costs).

Options: • May include up to six additional Sybarites:

– +18 pts per model • May include one Hierarch:

- Dracon +50 pts - Dracite +60 pts

• Any Sybarite may be replaced with a Succubus: – +6 pts per model

• One Sybarite for every three Sybarites in the squad may replace their Splinter Rifle with:

- Razor Spinner +15 pts - Splinter Cannon +15 pts

• One Succubus for every three Succubi in the squad may take:

- Screamer Pistol +10 pts - Shredder +15 pts

• Any member of the squad may replace any of their weapons with:

- Agoniser +15 pts - Disruptor Pistol +7 pts - Dueling Glaive +3 pts - Poisoned Blades +3 pts - Power Blade +10 pts - Shadow Blade +3 pts - Snare Spinner +3 pts

• Any Succubus may replace one of their weapons with a Hydra Glaive: +3 pts

• One Succubus may take a Goblet of Spite (Arcane): *

• If the squad does not include a Hierarch with Void

Mail the entire unit may have one of the following (the Hierarch must take one as well, for the normal price in his entry):

- Hellion Skyboards +7 pts ea. - Reaver Jetbikes +17 pts ea.

• If Reaver Jetbikes are Chosen, the entire squad may take Raid Boosters or Screaming Jets (the Hierarch must take one as well, for the normal price in his entry): – +3 pts ea.

• Entire Squad may be equipped with Gruesome Talismans: +10 pts

• Any member of the squad may take: - Combat Drugs +10 pts - Haywire Grenades * - Terrorfex +5 pts - Tormentor Helm *

WS BS S T W I A Ld Sv Hierarch [ - - - - see Dracon or Dracite entry pg 6 - - - - ] Succubus [ - - - - - see Wych Succubus entry pg 9 - - - - ] Sybarite [ - - - - - - see Sybarite entry pg 10 - - - - - - - ]

Jealous of Power A Dark Eldar Army may include only one Hierarch or Aspirants squad. Kabal Servant A Hierarch may be a Dracon or a Dracite, and uses all the options and costs listed in their entry, but may not be upgraded to an Archon or Archite. If led by a Hierarch, the Aspirants take up an HQ allotment instead of Elites. The Hierarch counts as a Dracon for the purposes of Army Composition rules such as Shadow Tactics.

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Fast Attack

Blood Reavers .................................................................. 93 Points Page 8

*Base Toughness is 3 Unit Composition: • 1 Reaver Succubus • 2 Blood Reavers Unit Type: • Jetbike Infantry

Wargear: • Razor Swords • Reaver Jetbikes • Jet Scythes • Mesh Armour • Wych Drugs* • Tropy Rack (Reaver

Succubus only) Special Rules: • Wych • Wych Dodge • Wych Drugs*

Options: • May include up to seven additional Blood Reavers:

– * per model • One Blood Reaver plus one for every five models in

the squad may replace their bike’s Splinter Rifle with:

- Blaster * - Shredder *

• The entire squad may replace their Razor Swords with Snare Whips or Falchions: +2 pts ea.

• The entire squad may have Raid Boosters or Screaming Jets: +3 pts ea.

• The Reaver Succubus may replace their Razor Sword with:

- Agoniser +15 pts - Hydra Glaive +5 pts - Power Blade +10 pts - Punisher *

• The Reaver Succubus may take:

- Animus Vitae (Arcane) * - Combat Drugs +10 pts - Goblet of Spite (Arcane) * - Gruesome Talisman *

- Shadow Blade +5 pts • The Reaver Succubus may take one of the following:

- Disruptor Pistol +7 pts - Snare Spinner +3 pts

• The Reaver Succubus may take one of the following: - Mask of the Damned (Arcane) * - Tormentor Helm: *

Soul Reavers ..................................................................... 85 Points Page 7

Unit Composition: • 1 Reaver Sybarite • 2 Soul Reavers Unit Type: • Jetbike Infantry

Wargear: • Splinter Pistols • Soul Seeker Sights • Reaver Jetbikes • Mesh Armour • Trophy Rack (Reaver

Sybarite only)

Options: • May include up to seven additional Soul Reavers:

– 23 pts per model • One Soul Reaver plus one for every five models in

the squad may replace their bike’s Splinter Rifle with:

- Disruptor Rifle +7 pts - Splinter Cannon +10 pts

• Entire Squad may have Soul Seeker Splinters: – +2 pts ea.

• The Reaver Sybarite may take one of the following:

- Terrorfex +6 pts - Xenospasm (Arcane) +18 pts

• The Reaver Sybarite may take: - Combat Drugs +15 pts - Gruesome Talisman *

• The entire squad may have Raid Boosters or Screaming Jets: +3 pts ea.

• The Reaver Sybarite may replace their Splinter Pistol with a Screamer Pistol: +4 pts

• The Reaver Sybarite may take one of the following: - Agoniser +15 pts - Dueling Glaive +5 pts - Power Blade +10 pts

• The Reaver Sybarite may replace their bike’s Splinter Rifle with a Disruptor Rifle +7 pts

WS BS S T W I A Ld Sv Reaver Succubus [ - - - - - - - - - see entry pg 11 - - - - - - - - - ]* Blood Reaver [ - - - - - - see Reaver entry pg 11 - - - - - - - ]*

WS BS S T W I A Ld Sv Reaver Sybarite 4 4 4 4(3) 1 5 2 8 4+ Soul Reaver 4 4 4 4(3) 1 5 1 8 4+

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Fast Attack

Hellions ................................................................................. 72 Points Page 9

Unit Composition: • 1 Hellion Succubus • 2 Hellions Unit Type: • Jump Infantry

Wargear: • Hellglaives • Hellion Skyboards • Mesh Armour • Plasma Grenades • Wych Drugs* • Trophy Rack (Hellion

Succubus only) Special Rules: • Fleet of Wing • Hit and Run • Sky Bound • Wych • Wych Dodge • Wych Drugs* • Wych Cult

Options: • May include up to seven additional Hellions:

– * per model • One Hellion plus one for every five models in the

squad may take: - Blaster * - Shredder *

• The entire squad may take Haywire Grenades: – +4 pts ea.

• The Hellion Succubus may replace their Hellglaive with:

- Disruptor Hellglaive +15 pts - Dueling Glaive free - Hydra Glaive free

• The Hellion Succubus may take one of the following: - Mask of the Damned (Arcane) * - Tormentor Helm: *

• The Hellion Succubus may take: - Animus Vitae (Arcane) * - Combat Drugs +10 pts - Goblet of Spite (Arcane) * - Gruesome Talisman * - Mask of the Damned (Arcane) *

Wych Cult Your army may include one unit of Hellions for every unit of Wyches taken, up to the normal Force Organization allowances.

Warp Mantises................................................................ 75 Points Page 13

Unit Composition: • 5 Warp Mantises Unit Type: • Infantry Wargear: • Shadow Scythes • Tormentor Helms • Personal Webway

Generators • Mantis Armour • Sect Master Armour

(Mantis Master only) • Plasma Grenades

Special Rules: • Agility • Fleet of Foot • Sect Master • Webway Reserves Sect Master Powers A Mantis Master may choose from the following powers: Destroyer, Ferocious Assault, Webway Rift

Options: • One Warp Mantis may be upgraded to a Mantis

Master: +10 pts • May include up to five additional Warp Mantises:

– +15 pts per model • Up to two Warp Mantises may take either of the

following: - Blaster +6 pts - Shredder +10 pts

• Mantis Master may replace his Shadow Scythes with Night Blades: +5 pts

• Mantis Master may replace his Tormentor Helm with a Mantis Sting: +10 pts

• Mantis Master may take any of the following: - Animus Vitae * - Combat Drugs +15 pts - Sect Master Power +10 pts ea.

WS BS S T W I A Ld Sv Hellion Succubus [ - - - - - - - - - - see entry pg 11 - - - - - - - - - -] Hellion [ - - - - - - - - - - see entry pg 11 - - - - - - - - - -]

WS BS S T W I A Ld Sv Mantis Master 5 4 3 3 1 6 2+2 9 3+ Warp Mantis 5 4 3 3 1 6 1+2 8 4+

Webway Slingers A Squad of Warp Mantises must be accompanied by a Webway Trebuchet for the cost listed below. Note that when purchased as part of a Warp Mantises selection, the Webway Trebuchet does not take up an additional Fast Attack choice.

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Fast Attack

Webway Trebuchet ..................................................... 130 Points Page 17

Unit Composition: • 1 Webway Trebuchet Unit Type: • Vehicle

Wargear: • Warp Rail Cannon • 2 Splinter Cannons

Options: • Replace a Splinter Cannon with a Rift Cannon:

– +10 pts ea. • May take any of the following:

- Hardening Field +55 pts - Neutron Thrusters +15 pts - Night Shield +25 pts - Raid Boosters +20 pts - Scythes +10 pts

• May take one of the following:

- Raid Boosters +20 pts - Screaming Jets +20 pts

- Torture Amp +15 pts - Trophy Mounts +10 pts - Vortex thrusters +15 pts

• May take one of the following: - Horrorfex +5 pts - Horrorfex with Haywire Grenades +10 pts

Night Screamer............................................................... 190 Points Page 18

Unit Composition: • 1 Night Screamer Unit Type: • Vehicle

Wargear: • Shard Cannon • 2 Gun Slings with

Splinter Cannons • Force Screen • Stability Fields Special Rules: • Hover Mode • Impossible

Maneuvers • Scourge Eyrie

Transport Capacity: • 10 Infantry or Scourges Options: • Replace Shard Cannon with Gatling Dark Lance:

– +20 pts • Replace a Gun Sling Splinter Cannon with:

- Haywire Launcher free - Rift Cannon +10 pts

• May take any of the following: - Hardening Field (Arcane) +70 pts - Night Shield +30 pts - Torture Amp +10 pts - Scythes +10 pts

• May take one of the following: - Horrorfex +5 pts - Horrorfex with Haywire Grenades +10 pts

Scourge Eyrie Your army may include one Nightscreamer for every unit of Scourges taken.

| - Armour - | Type BS F S R Webway Trebuchet Fast, Skimmer, 4 11 11 10 Open-Topped

Webway Slingers A Squad of Warp Mantises must be accompanied by a Webway Trebuchet for the cost listed above. Note that when purchased as part of a Warp Mantises selection, the Webway Trebuchet does not take up an additional Fast Attack choice.

| - Armour - | Type BS F S R Night Screamer Flyer 4 10 10 10

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Heavy Support

Scourges ............................................................................... 65 Points Page 11

Unit Composition: • 1 Scourge Enforcer • 3 Scourges Unit Type: • Jump Infantry Wargear: • Splinter Long-Rifles • Scourge Wings • Mesh Armour

Special Rules: • Agility • Deep Strike • Fleet of Foot • Rapid Insertion

Options: • May include up to six additional Scourges:

– +14 pts per model • One Scourge for every 2 models in the squad may

replace their Splinter Long-Rifle with: - Haywire Launcher +15 pts - Rift Cannon +20 pts - Scourge Lances +10 pts - Splinter Cannon +15 pts

• The entire squad may take Terror Grenades: +1 pt ea. • The Scourge Enforcer may replace their Splinter

Long-Rifle with: - Disruptor Pistol +7 pts - Scourge Lance +10 pts

• The Scourge Enforcer may take one of the following:

- Terrorfex +5 pts - Xenospasm (Arcane) +15 pts

• The Scourge Enforcer may take: - Combat Drugs +15 pts - Gruesome Talisman * - Mask of the Damned (Arcane) * - Trophy Rack +3 pts - Webway Portal *

- Screamer Pistol Free - Stinger *

• The Scourge Enforcer may take one of the following: - Fighting Claw Free - Power Blade +10 pts - Shadow Blade +3 pts

Scourge Eyrie Your army may include one Nightscreamer for every unit of Scourges taken.

Kraelinar ............................................................................. 64 Points Page 22 One Scourge squad in the Army may replace its Scourge Enforcer with Kraelinar

Unit Type: • Jump Infantry

Wargear • Howler Cannon • Scourge Wings • Mesh Armour • Trophy Rack

Special Rules: • Agility • Deep Strike • Dexterity • Fleet of Foot

• Independent

Character • Let the Cowards Run • Eyrie Lord

Eyrie Lord In a Dark Eldar amy that includes Kraelinar, Scourges may be selected as either Fast Attack, or Heavy Support choices. In addition, any which are chosen as Heavy Support allotment may take Nightscreamers, as Dedicated Transports, for the normal cost above.

WS BS S T W I A Ld Sv Scourge Enforcer [ - - - - - - - see Sybarite entry pg 12 - - - - - -] Scourge [ - - - - - - - - - - see entry pg 12 - - - - - - - - -]

WS BS S T W I A Ld Sv Kraelinar 4 6 3 3 3 6 2 9 5+

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Heavy Support

Hell Gliders........................................................................ 36 Points Page 7

Unit Composition: • 2 Hell Gliders Unit Type: • Jet Pack Infantry

Wargear: • Disruptor Rifles • Hell Gliders • Mesh Armour Special Rules: • Fleet of Foot • Skybound • Warrior Kabal

Options: • May include a Hell Glider Sybarite equipped with a

Trophy Rack: +28 pts • May include up to three additional Hell Gliders:

– +18 pts per model • Any Hell Glider may replace their Disruptor Rifle

with: - Dark Lance +5 pts - Heavy Disruptor +10 pts - Razor Spinner +5 pts

• The entire squad may take: - Haywire Grenades +4 pts ea. - Terror Grenades +2 pts ea.

• The Hell Glider Sybarite may take one of the

following: - Terrorfex +6 pts - Xenospasm (Arcane) +15 pts

• The Hell Glider Sybarite may take one of the following:

- Mask of the Damned (Arcane) * - Tormentor Helm *

• The Hell Glider Sybarite may take: - Combat Drugs +15 pts - Gruesome Talisman *

• The Hell Glider Sybarite may replace their Disruptor Rifle with:

- Disruptor Pistol Free - Snare Spinner Free

• The Hell Glider Sybarite may take one of the following:

- Agoniser +15 pts - Dueling Glaive +3 pts - Power Blade +10 pts - Poisoned Blades * - Shadow Blade +5 pts

Warrior Kabal Your army may include one unit of Hell Gliders for every unit of Warriors taken.

Ravager ................................................................................ * Points Page 15

Unit Composition: • 1 Ravager Unit Type: • Vehicle

Wargear: • 3 Dark Lances

Options: • Replace any Dark Lance with Disintegrator: * ea. • May take any of the following:

- Hardening Field (Arcane) +45 pts - Neutron Thrusters +15 pts - Night Shield * - Scythes * - Torture Amp +15 pts - Trophy Mounts * - Vortex thrusters +15 pts

• May take one of the following: - Raid Boosters +10 pts - Screaming Jets *

• May take one of the following: - Horrorfex * - Horrorfex with Haywire Grenades +10 pts

WS BS S T W I A Ld Sv Hell Glider Sybarite 4 4 3 3 1 5 2 8 5+ Hell Glider 4 4 3 3 1 5 1 8 5+

| - Armour - | Type BS F S R Ravager [ - - - - - - - - - - - see entry pg 12 - - - - - - - - - - - ]

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Heavy Support

Talos ....................................................................................... 70 Points Page 10

Unit Composition: • 1 Talos Unit Type: • Monstrous Creature

Special Rules: • Mindless • Wildfire

Options: • May take one of the following:

- Gatling Dark Lances +35 pts - Heavy Disruptor +15 pts - Talos Sting +10 pts

• May take one of the following: - Talos Claws +20 pts

• May have one of the following:

- Gravitic Engine +10 pts - Jet Booster +35 pts - Scorpion Legs +5 pts

• May have two of the following: - Hardened Force Shield (Arcane) +40 pts - Repair Systems +30 pts - Wraithbone Structure (Arcane) +50 pts

- Venom Talons +18 pts - Wrecker Flail +15 pts

• May upgrade Venom Talons or standard weapons with a built in Destructor: +15 pts

• May upgrade Talos Claws, or Wrecker Flail with a built in Destructor: +18 pts

Death Hunter.................................................................... 115 Points Page 15

Unit Composition: • 1 Phase Hunter Unit Type: • Vehicle

Wargear: • Disruptor Cannon • 2 Splinter Cannons

Options: • Replace any Splinter Cannon with a Rift Cannon:

– +10 pts ea. • May take any of the following:

- Hardening Field (Arcane) +55 pts - Neutron Thrusters +15 pts - Night Shield +25 pts - Scythes +10 pts - Torture Amp +15 pts

• May take one of the following:

- Raid Boosters +20 pts - Screaming Jets +20 pts

- Trophy Mounts +10 pts - Vortex thrusters +15 pts

• May take one of the following: - Horrorfex +5 pts - Horrorfex with Haywire Grenades +10 pts

Phase Hunter.................................................................... 130 Points Page 16

Unit Composition: • 1 Phase Hunter Unit Type: • Vehicle

Wargear: • Phase Cannon • 2 Splinter Cannons

Options: • Replace any Splinter Cannon with a Rift Cannon:

– +10 pts ea. • May take any of the following:

- Hardening Field (Arcane) +55 pts - Neutron Thrusters +15 pts - Night Shield +25 pts - Scythes +10 pts - Torture Amp +15 pts

• May take one of the following:

- Raid Boosters +20 pts - Screaming Jets +20 pts

- Trophy Mounts +10 pts - Vortex thrusters +15 pts

• May take one of the following: - Horrorfex +5 pts - Horrorfex with Haywire Grenades +10 pts

WS BS S T W I A Ld Sv Talos 4 3 7 7 3 4 2 - 3+

| - Armour - | Type BS F S R Phase Hunter Fast, Skimmer, 4 11 11 10 Open-Topped

| - Armour - | Type BS F S R Phase Hunter Fast, Skimmer, 4 11 11 10 Open-Topped

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Heavy Support

Rift Hunter......................................................................... 140 Points Page 16

Unit Composition: • 1 Rift Hunter Unit Type: • Vehicle

Wargear: • Shadow Cannon • 2 Splinter Cannons

Options: • Replace any Splinter Cannon with a Rift Cannon:

– +10 pts ea. • May take any of the following:

- Hardening Field (Arcane) +55 pts - Neutron Thrusters +15 pts - Night Shield +25 pts - Scythes +10 pts - Torture Amp +15 pts

• May take one of the following:

- Raid Boosters +20 pts - Screaming Jets +20 pts

- Trophy Mounts +10 pts - Vortex thrusters +15 pts

• May take one of the following: - Horrorfex +5 pts - Horrorfex with Haywire Grenades +10 pts

Widow ................................................................................... 115 Points Page 17

Unit Composition: • 1 Widow Unit Type: • Vehicle

Wargear: • 2 Blood Weavers • 2 Splinter Cannons

Options: • Replace any Splinter Cannon with a Rift Cannon:

– +10 pts ea. • May take any of the following:

- Hardening Field (Arcane) +55 pts - Neutron Thrusters +15 pts - Night Shield +25 pts - Scythes +10 pts - Torture Amp +15 pts

• Upgrade both Blood Weavers with:

- Fission Shards +6 pts - Incubated Cores +6 pts - Both the above +10 pts

- Trophy Mounts +10 pts - Vortex thrusters +15 pts

• May take one of the following: - Horrorfex +5 pts - Horrorfex with Haywire Grenades +10 pts

• May take one of the following: - Raid Boosters +20 pts - Screaming Jets +20 pts

Raven ..................................................................................... 215 Points Page 17

Unit Composition: • 1 Raven Unit Type: • Vehicle

Wargear: • Shard Cannon • 2 Dark Lances Special Rules: • Impossible

Maneuvers • Interceptor

Options: • Replace both Dark Lances with Gatling Dark Lances:

– +40 pts • Replace Shard Cannon with a Heavy Disruptor:

– +40 pts • Take a Night Shield: +30 pts • May take one of the following:

- Horrorfex +5 pts - Horrorfex with Haywire Grenades +10 pts

| - Armour - | Type BS F S R Rift Hunter Fast, Skimmer, 4 11 11 10 Open-Topped

| - Armour - | Type BS F S R Widow Fast, Skimmer, 4 11 11 10 Open-Topped

| - Armour - | Type BS F S R Raven [ - - - - - - - - - - - see entry pg 92 - - - - - - - - - - - ]

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Heavy Support

Razorwing .......................................................................... 230 Points Page 18

Unit Composition: • 1 Razorwing Unit Type: • Vehicle

Wargear: • Razor Spinner

Incinerator • 2 Dark Lances • 2 Shard Cannons Special Rules: • Impossible

Maneuvers

Options: • Replace both Dark Lances with Gatling Dark Lances:

– +40 pts • Replace both Shard Cannons with Razor Spinners

with Fission Shards: +30 pts • Take a Night Shield: +30 pts • May take one of the following:

- Horrorfex +5 pts Horrorfex with Haywire Grenades +10 pts

Void Dragon Phoenix ................................................. * Points Page 19

Unit Composition: • 1 Void Dragon

Phoenix

Unit Type: • Vehicle

Wargear*: • 2 Shard Cannons with

Anti-Aircraft Mount • 2 Heavy Disruptors • 2 Phoenix Missile

Launchers • Stealth Field

Special Rules: • Commorragh’s

Armouries* • Impossible

Maneuvers

| - Armour - | Type BS F S R Razorwing [ - - - - - - - - - - - see entry pg 24 - - - - - - - - - - - ]

| - Armour - | Type BS F S R Void Dragon Phoenix [ - - - - - - - - - - - see entry pg 58 - - - - - - - - - - - ]

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Warmachine Detachments

Slavebringer Assault Boat ...................................... 360 Points Page 25

Unit Composition: • 1 Slavebringer Unit Type: • Vehicle Detachment: • 1-3 Units

Wargear: • 2 Gatling Dark

Lances • Heavy Disruptor • Short Range

Teleporters • Mimic Enginges

Transport Capacity: • 20 models, up to 2 Units • Scourges & Hellions count as 2 • Hell Gliders & Reavers count as 3 Options: • May take a Night Shield: +35 pts • May equip up to two of the following:

- Horrorfex +5 pts - Horrorfex with Haywire Grenades +10 pts

Vampire Reaper............................................................. 680 Points Page 25

Unit Composition: • 1 Vampire Unit Type: • Vehicle Detachment: • 1-3 Units

Wargear: • 2 Disruptor Cannons • Razor Spinner • Stealth Field Transport Capacity: • 30 models, up to 3

Units • Scourges & Hellions

count as 2 • Hell Gliders &

Reavers count as 3

Options: • Replace both Disruptor Cannons with twin-linked

Phoenix Missile Launchers and reduce transport capacity to 20: Free

• Upgrade Razor Spinner with: - Fission Shards +3 pts - Incubated Cores +3 pts - Both the above +5 pts

• Replace all transport capacity with a Gravity Lift: – Free

• May equip up to two of the following: - Horrorfex +5 pts - Horrorfex with Haywire Grenades +10 pts

Tormentor Titan............................................................ 400 Points Page 23

Unit Composition: • 1 Tormentor Unit Type: • Vehicle Detachment: • 1-3 Units

Wargear: • Titan Blades • Tormentor Cannon • Hardening Field Special Rules: • Agile • Fleet of Foot • Strider • Wildfire

Options: • Take a Neutron Lance: +140 pts • Take up to two Annihilators: +65 pts ea.

| - Armour - | Type BS SP F S R Slavebringer Super-Heavy Flyer 4 2 10 10 10

| - Armour - | Type BS SP F S R Vampire Super-Heavy Flyer, 4 3 10 10 10

| - Armour - | Type WS BS S SP F S R I A Tormentor Super- 3 3 10 3 11 11 10 2 3 heavy Walker

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Warmachine Detachments

Slavehunter Command Skiff ................................ 460 Points Page 24

Unit Composition: • 1 Slavehunter Unit Type: • Vehicle Detachment: • 1-2 Units

Wargear: • Disruptor Cannon • 3 Splinter Cannons • Slave Pen • Stability Fields Special Rules: • Front Armour Transport Capacity: • 50 models, up to 4

Units • Scourges & Hellions

count as 2

Options: • Replace a Splinter Cannon with a Rift Cannon:

– +10 pts ea. • Upgrade all Splinter Cannons with:

- Incubated Crystals +9 pts - Soul Seeker Splinters +9 pts - Both the above +15 pts

• May take any of the following: - Hardening Field +90 pts - Night Shield +35 pts - Scaling Nets +20 pts - Torture Amp +30 pts - Vortex Thrusters +35 pts

• If Scaling Nets are not chosen may take any of the following:

- Scythes +15 pts - Slave Snares +15 pts

• May take up to four of the following: - Horrorfex +5 pts - Horrorfex with Haywire Grenades +10 pts

Voidstalker Siege Skiff .............................................. 570 Points Page 24

Unit Composition: • 1 Voidstalker Unit Type: • Vehicle Detachment: • 1-2 Units

Wargear: • 2 Neutron Lances • 2 Disruptor Cannons • 4 Dark Lances • 2 Splinter Cannons

Options: • Replace both Neutron Lances with a Void Lance:

– +100 pts • Replace both Disruptor Cannons with a Neutron

Lance: +80 pts • Replace a Dark Lance with a Disintegrator:

– +5 pts ea. • Replace a Splinter Cannon with a Rift Cannon:

– +10 pts ea. • Upgrade all Splinter Cannons with:

- Incubated Crystals +6 pts - Soul Seeker Splinters +6 pts - Both the above +10 pts

• May take any of the following: - Hardening Field +100 pts - Night Shield +40 pts - Scythes +15 pts - Torture Amp +30 pts - Trophy Mounts +15 pts - Vortex Thrusters +40 pts

• May take up to four of the following: - Horrorfex +5 points - Horrorfex with Haywire Grenades +10 points

| - Armour - | Type BS SP F S R Slavehunter Super-heavy Skimmer, 4 4 11 10 10 Fast, Open-Topped

| - Armour - | Type BS SP F S R Voidstalker Super-heavy Skimmer, 4 4 11 11 10 Fast

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SUMMARYTROOP TYPES - WS BS S T W I A Ld Sv Page Archite [ - - - - - - - - see codex - - - - - - - - ] 3 Archon [ - - - - - - - - see codex - - - - - - - - ] 3 Archuleth 5 5 3 3 3 6 2 9 6+ 5 Beastmaster [ - - - - - - - - see codex - - - - - - - - ] 8 Blood Reaver [ - - - - - - - - see codex - - - - - - - - ] 8 Death Jester [ - - - - - - - - see codex - - - - - - - - ] 14 Decapitator [ - - - - - - - - see codex - - - - - - - - ] 21 Dracite [ - - - - - - - - see codex - - - - - - - - ] 3 Dracon [ - - - - - - - - see codex - - - - - - - - ] 3 Draculeth 4 4 3 3 2 5 1 8 6+ 5 Drazhar, Master of Blades [ - - - - - - - - see codex - - - - - - - - ] 21 Ghul 4 4 4 4 1 5 1 6 5+ 14 Ghul Revenant 4 4 4 4 1 5 2 7 5+ 14 Grotesque [ - - - - - - - - see codex - - - - - - - - ] 9 Haemonculus [ - - - - - - - - see codex - - - - - - - - ] 4 Harlequin [ - - - - - - - - see codex - - - - - - - - ] 14 Hell Glider 4 4 3 3 1 5 1 8 5+ 7 Hell Glider Sybarite 4 4 3 3 1 5 2 8 5+ 7 Hellion [ - - - - - - - - see codex - - - - - - - - ] 9 Hellion Succubus [ - - - - - - - - see codex - - - - - - - - ] 9 Hierarch [ - - - - - - - - see codex - - - - - - - - ] 3 Hulking Grotesque 4 0 5 4 3 3 2 6 6+ 9 Hulking Uber Grotesque 5 0 5 4 3 4 2 7 4+ 10 Incubi Master 5 5 3 3 1 6 2+1 9 3+ 12 Incubus 5 4 3 3 1 5 1+1 9 3+ 12 Kraelinar, the Nightstalker 4 6 3 3 3 6 2 9 5+ 22 Lelith Hesperax [ - - - - - - - - see codex - - - - - - - - ] 19 Mandrake [ - - - - - - - - see codex - - - - - - - - ] 11 Mantis Master 5 5 3 3 1 6 2+2 9 3+ 13 Master Haemonculus 4 4 3 4 3 4 3 8 5+ 4 Razavar, the Reaver 6 6 5 5 3 7 3+1 9 4+ 20 Reaver Succubus [ - - - - - - - - see codex - - - - - - - - ] 8 Reaver Sybarite 4 4 4 4 1 5 2 8 4+ 7 Scourge [ - - - - - - - - see codex - - - - - - - - ] 11 Scourge Enforcer [ - - - - - - - - see codex - - - - - - - - ] 11 Shadowseer [ - - - - - - - - see codex - - - - - - - - ] 14 Soul Reaver 4 4 4 4 1 5 1 8 4+ 7 Stunted Grotesque 4 0 3 2 1 3 2 5 - 9 Stunted Uber Grotesque 5 0 3 2 1 4 2 6 5+ 10 Succubus [ - - - - - - - - see codex - - - - - - - - ] 14 Sybarite [ - - - - - - - - see codex - - - - - - - - ] 14 Talos 4 3 7 7 3 4 2 - 3+ 10 The Dark Father 7 7 6 4 3 7 4+2 10 2+ 22 Troupe Master [ - - - - - - - - see codex - - - - - - - - ] 14 Uber Grotesque [ - - - - - - - - see codex - - - - - - - - ] 10 Urien Rakarth 5 5 3 4 3 4 3 8 5+ 20 Warrior [ - - - - - - - - see codex - - - - - - - - ] 7 Warrior Sybarite [ - - - - - - - - see codex - - - - - - - - ] 7 Warp Beast [ - - - - - - - - see codex - - - - - - - - ] 8 Warp Mantis 5 4 3 3 1 5 1+2 9 4+ 13 Wych [ - - - - - - - - see codex - - - - - - - - ] 7 Wych Succubus [ - - - - - - - - see codex - - - - - - - - ] 7

VEHICLES | - Armour - | WS BS S F S R I A Page Asdrubael Vect [ - - - - - - - see codex - - - - - - ] 4+3 19 | - Armour - | BS F S R Page Death Hunter 4 11 11 10 15 Night Screamer 4 10 10 10 18 Phase Hunter 4 11 11 10 16 Raider [ - see codex - ] 11 10 10 15 Ravager [ - - - - - see codex - - - - - - ] 15 Raven [ - - - - - see codex - - - - - - ] 17 Razorwing [ - - - - - see codex - - - - - - ] 18 Rift Hunter 4 11 11 10 16 Void Dragon Phoenix [ - - - - - see codex - - - - - - ] 19 Widow 4 11 11 10 17 Webway Trebuchet 4 11 11 10 17

WARMACHINES | - Armour - | WS BS S SP F S R I A Page Tormentor Titan 3 3 10 3 11 11 10 2 3 23 | - Armour - | BS SP F S R Page Slavbringer 4 2 10 10 10 25 Slavehunter 4 4 11 10 10 24 Vampire Reaper 4 3 10 10 10 25 Voidstalker 4 4 11 11 10 24

WEAPON TYPES - Weapon Range Str. AP Type Page Annihilator Hellstorm 7 Special Heavy 1, Ignores Cover, 23 Primary Weapon* Archangel of Pain Template 7 3 Assault 1, Pinning, 26 Ignores Cover* Blaster [ - - see codex - - ] *Lance 26 Blood Tearers 18” 6 6 Assault 2, Blast, Pinning 20 Blood Weaver 60” 6 - Heavy 1, Blast, Barrage 17 Dark Lance [ - - see codex - - ] *Lance 26 Destructor [ - - see codex - - ] *Ignores Cover 4 Disintegrator [ - - - - - - - - - - see codex - - - - - - - - - ] 33 Disruptor Cannon 48” 8 3 Heavy 3 33 Disruptor Pistol 12” 7 3 Pistol 26 Disruptor Rifle 24” 7 3 Rapid Fire 26 Fusion Pistol [ - - - - - - - - - - see codex - - - - - - - - - ] 14 Haywire Launcher 24” 3 6 Assault 1, Blast* 27 Heavy Disruptor 36” 7 3 Heavy 2 26 Horrorfex [ - - - - - - - - - - see codex - - - - - - - - - ] * 33 Mantis Sting 12” Special 5 Pistol, Sniper* 13 Neutron Lance 48” D 1 Heavy 4, Blast, Primary 24 Weapon* Phase Cannon 48” 8 1 Heavy 1, Blast, Ignores 16 Cover, Lance-Ordinance,

Linked-Fire Phoenix Missile Launcher [ - - - - - - - - see codex - - - - - - - ] 19 Razor Spinner 36” 6 - Heavy 1, Blast, Pinning 27 Razorspinner Bomb 8 4 Apocalypse Barrage 1* 18 Incinerator Rift Cannon* 27 (Disintegration) 24” 7 2 Assault 1 (Disruption) 24” 4 3 Assault 1, Blast Scourge Lance 24” Special 5 Assault 1, Sniper, Lance, 11 Piercing, Ignores Cover* Shadow Cannon 16 (Combined) 48” 8 2 Heavy 1, Large Blast (Sustained) 36” 6 2 Heavy 3, Blast (Repeating) 24” 4 3 Heavy 2d6 Shard Cannon 24” 5 4 Heavy 4 34 Shredder [ - - see codex - - ] *Pinning 28 Shrieker Cannon [ - - - - - - - - - - see codex - - - - - - - - - ] 14 Shuriken Pistol [ - - - - - - - - - - see codex - - - - - - - - - ] 14 Snare Spinner 12” 3 - Pistol, Slave Taking 28 Splinter Cannon [ - - - - - - - - - - see codex - - - - - - - - - ] 28 Splinter Long-Rifle 24” 3 5 Assault 2 11 Splinter Pistol [ - - - - - - - - - - see codex - - - - - - - - - ] 28 Splinter Rifle [ - - - - - - - - - - see codex - - - - - - - - - ] 28 Stinger [ - - - - - - - - - - see codex - - - - - - - - - ] 4 Talos Sting [ - - - - - - - - - - see codex - - - - - - - - - ] 10 Terrorfex [ - - see codex - - ] *Waking Nightmares 28 The Black Mandible 12” 7 2 Pistol, Lance* 22 Tormentor Cannon 36” 6 4 Heavy 6 23 Void Lance 60” D 1 Ordinance 1, Blast, 24 Primary Weapon* Warp Rail Cannon 12”-60” 3(5) -(5) Heavy 1, Large Blast, 17 Barrage, Quick Webway

Portal* Xenospasm [ - - see codex - - ] *Waking Nightmares 28 Gatling Dark Lances p33. Howler Cannon p22. Screamer Pistol p28. *These weapons have additional special rules. See the relevant entries for details.

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Appendix 1, Background The Death Hunter

+++TRANSMISSION LOG+++ +++SENT FROM: Colonel Rodraegis of the 91st Glacionus+++ +++RECEIVED BY: Inquisitor Karth of the Ordo Xenos+++ SUBJECT INFORMATION: Death Hunter Heavy Skimmers

“After encountering several Eldar Vehicles of previously unknown design, and failing to find any information on the capabilities of said vehicles, I deemed it pertinent to write up a report on my experiences against these weapons.

Sometimes referred to as ‘heavy raiders’ or ‘advance destroyers’; the Death Hunter heavy weapons platform seems to function similarly to the more common Eldar Falcon grav tank. Indeed, those who have seen both vehicles in action have described marked similarities in their performance. Unlike other Eldar Pirate vehicles I have encountered, the Death Hunter seems to focus on either long range support, or highly mobile destructive advances; often used to destroy strategic emplacements, and ‘soften up’ larger forces for more traditional raids.

Several configurations of the Death Hunter vehicle have been noted by advance teams encountering Eldar Pirates in the region, the most common are those known as the ‘Death Hunter’ and the ‘Webway Trebuchet’. The basic Death Hunter features a turret mounted Disruptor Cannon; a massive weapon similar in appearance and function to a Disintegrator or Heavy Disruptor. This weapon fires condensed bursts of negative energy at long range and with a high rate of fire which can be devastating to both heavy infantry and vehicles.

The second most common configuration for the Death Hunter features a fearsome ordinance style weapon, called simply a ‘Warp Rail Cannon’, much larger and bulkier than the Disruptor Cannon, the vehicle still maintains a good degree of mobility while firing. The metallic spheres launched along the gravitic rails of this weapon function as instant mines, and while not as lethal as some other weapons, they have been witnessed employing a very insidious device. Occasionally after impact, these spheres will open up and discharge an energy field creating a portal into the webway. Eldar Pirate troops will often emerge from these portals. In particular an infantry troop known as ‘Warp Mantises’ (which are believed to carry a variety of personal teleporter) will jump through the webway to emerge from these portals at another place on the battlefield. In this way they are able to escape heavy artillery barrage, and with a Webway Trebuchet to back them up, gives them great mobility all around the field.

A few other variations of note are the Rift Hunter, and Phase Hunter, which employ specialized heavier versions of other Eldar weapons.

I am uploading as much combat statistics as is available from my personal encounters, and

those of the troops and vehicles under my command. I pray that this information can be further analyzed, and archived, so that future commanders will be more fully prepared against these threats.” +++END TRANSMISSION+++

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Warp Mantises There exists within the twisting shadows of Commorragh a sub-sect of the Incubi, and

counterpart to the Eldar ‘warp spiders’. These ‘warp mantises’ are equipped with a personal webway generator similar in function to the teleporters worn by their hated foes, they seem to focus on quick brutal strikes and relish in the carnage and chaos they can create through quick redeployment on the battlefield.

Their tactics often make it seem like there are far more of them than there are, by teleporting to different sides of an entrenched enemy and assaulting just long enough to draw their attention, then reappearing somewhere else to repeat the process.

Since they favor speed and finesse over the hard assault tactics of their incubi counter parts, they generally go into battle slightly less heavily armour, allowing them to still utilize their natural mobility. Striking with twin shadow scythes, allowing them to eviscerate slower and tougher opponents before they even realize what is upon them, they are always accompanied by a webway trebuchet, with a warp rail cannon to supply the fierce warp mantises with a near indefinite supply of temporary webway portals.

Chaos and disorder seem to be the only concerns of these elite advance troops. On Commorragh itself they generally keep to themselves, awaiting only the next battle, or raid, to utilize their unique skills. Some whisper that the infamous “Drazhar, Master of Blades” was once a member of this sect, and point to the glaring similarities in his weapons of choice to the weapons fielded by the Mantises, as proof of this belief. Others believe Drazhar is their founder, which would also explain the similarities in their styles.

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Appendix 2, Notes & Organization Divisions of the Dark Eldar forces.

Warrior Kabals Kabal Lords Hierarchs Aspirants Warriors Soul Reavers Hell Gliders Ravagers

Wych Cults Wych Lords Aspirants Wyches Warp Beast Packs Blood Reavers Hellions

Haemonculus Covens Haemonculi Grotesques Uber Grotesques Talos Tormentor Titans

Incubi Sects Incubi Warp Mantises/ Webway Trebuchets *Mandrakes

Web Lich Enclaves Lich Lords Web Ghuls

Scourge Eyries Scourges Night Screamers

Non-Aligned/Universal Raiders Death Hunters Ravens Razorwings Slavehunter Command Skiffs Voidstalker Siege Skiffs Slavebringer Assault Boats

Stolen/Borrowed Corsairs Void Dragon Phoenixes Vampire Reapers

Harlequin Allies Harlequin Troupes

*Mandrakes are believed by some to have been initiated by the Dark Father, who founded the Incubi, but they otherwise do not organize with the rest of the Sects.

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Force Organization SummaryHQ

Asdrubael Vect Lelith Hesperax Razavar Urien Rakarth The Dark Father Kabal Lords Wych Lords Haemonculi 0-1 Lich Lords 0-1 Hierarch w/ Aspirants

Troops Warriors Wyches (w/ Wych Lord) Grotesques (w/ Haemonculus)

Elites Wyches Grotesques Incubi (0-2 w/ Kabal Lords) Drazhar Uber Grotesques (w/ M. Haemonculus) Mandrakes Decapitator Harlequin Troupes Web Ghuls (w/ Lich Lord) Warp Beast Packs (0-3/0-6 w/ Wyches) 0-1 Aspirants

Fast Attack Blood Reavers Soul Reavers Hellions (0-3 w/ Wyches) Warp Mantises Webway Trebuchets Night Screamers (0-3 w/ Scourges)

Heavy Support Scourges Kraelinar Hell Gliders (0-3 w/ Warriors) Talos Ravagers Death Hunters Phase Hunters Rift Hunters Widows Ravens Razorwings Void Dragon Phoenixes

Warmachine Detachments 0-3 Slavebringer Assault Boats 0-3 Vampire Reapers 0-3 Tormentor Titans 0-2 Slavehunter Command Skiffs 0-2 Voidstalker Siege Skiffs

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Appendix 3, Frequently Asked Questions Rules Clarifications

Q. Can a character which is allowed to choose between two different units to take a retinue, such as a Kabal Lord able to choose Incubi or Warriors, take a mixed retinue including models from both entries?

A. No, there are no rules for handling mixed retinues in this revised codex, so an Independent Character must choose one entry to select his retinue from. This means a Kabal Lord may not include Warriors in an Incubi Retinue, or vice versa.

Q. Can I have Warriors with Dark

Lances and Disruptor Pistols in the same unit?

A. No. The entire Warrior squad must be equipped the same initially, so you cannot have both Splinter Rifles and Splinter Pistols on your warriors within the same squad, and cannot gain a weapon that requires you to replace a rifle, at the same time as a weapon that requires you to replace a pistol.

Q. Does a Talos with Talos Claws still

roll 2d6 for penetration as a Monstrous Creature?

A. Yes, only the Venom Talons remove that ability from a Talos.

Q. Can the Waking Nightmares rule

effect Fearless units? A. Yes it can, it imposes a Leadership

test not a Pinning test, and fearless is no defense against psychic hallucinations.

Q. Does the Lance rule work against a

Hardening Field? A. Yes, the Hardening Field just

improves the effective AV of the vehicle against shooting attacks, it does not grant it any immunity to other special rules.

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Version History 1.0 - 2.0 Fixed numerous errors, and updated

the overall format. Removed mandatory squad leaders

for Incubi and Mandrakes. Updated the wording for Mandrakes,

Scourges, Wyches, & Web Liches. Revised most the Web Lich powers. Added Weapon Special rules. Added Stability Fields and revised

the Raider Squads rule. Added FAQ. Reformatted main Army List

including more Army Composition rules reminders in relevant entries.

Revised some Army List entries squad sizes and wording for adding models.

Fixed page number references throughout the codex.

2.0 - 2.7 Gave option for Personal Webway generators to some HQs.

Altered and simplified the Scourge Lance.

Revised wording for special weapon numbers throughout the Army List.

Added flavor text for Warp Mantises and Death Hunter variants.

Added Webway Assault entry after Dedicated Transports for Deep Strike Webway Portal Beacons.

Altered Haemonculi interaction with Grotesques “Stupid” rule, and the Claw Spider Graft wargear.

Added Neutron Thrusters and Vortex Thrusters to the Vehicle Armoury.

Removed the Hands Free Weapons rule as unnecessary, and renamed the modified Lance rule “Piercing”.

Replaced Force Blade with Lich Knife.

Subtly altered Hellglaives, Scaling Nets, and Slave Snares.

Altered the Phase Cannon. Added additional ranged weapon

options to the Kabal Lord. Added the Deathglaive and Reaper

Blades to the Incubi Master.

Added Night Blades and Mantis Sting to the Mantis Master.

Added the Shard Net and Void Piercer for Wych Lords.

Altered Tormentor Helm. Revised a few Talos options. Moved Wyches and Grotesques to

Elites and replaced “Limited Requisition” rule.

Added the Agility rule. Subtly revised several army list

entries, including the Kabal Lord. Revised statline for Incubi and Warp

Mantises. Added Sect Master Armour for

Incubi Masters and Mantis Masters. Lowered the base price on the

Raider. Increased the base price on the

Talos, and lowered its weaponskill by 1.

Adjusted certain options throughout the codex.

Made Trophy Racks standard on most squad leaders.

Made Crucible of Malediction and Archangel of Pain more exclusive to Haemonculi.

Lowered the cost of Scourges. Added Karnival Cocktails and

Keeper of a Thousand Terrors to Haemonculi.

Added Master Haemonculi to the Jealous of Power rule.

Added Summary. Fixed page number references

throughout the codex.