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    FANDEX:

    Dark Eldar

    By Krovin-Rezh

    This document in no way attempts to compete with any Games Workshop products or properties.

    It is available for free to players as an unofficial document and does not replace the official Codex: Dark Eldar.

    Warhammer, the Dark Eldar, and all Dark Eldar units are a registered trademarks of Games Workshop Ltd.

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    FORCES OF THE DARK ELDARThis section introduces the forces used by the Dark Eldar, including each unit's profile, special rules, and unique weapons

    EQUIPMENTThe army list is where you can find all of the standard and optional wargear that can be chosen for each unit, as well asthe rules for how these units can be added to your army.

    DARK ELDAR SPECIAL RULES

    There are a number of special rules common to many Dark Eldar units, as specified in the entries that follow. Thesecommon rules can be found below.

    NIGHT HUNTERSA favored technique of the Dark Eldar is to arrive under the cover of darkness. If the Dark Eldar player is able to choose togo first or second (or if the mission dictates that he is the attacker), then he may choose to use the Night Fighting missionspecial rule from the Warhammer 40,000 rulebook for the first 4 turns of the game.

    SLAVE RAIDERSDark Eldar require the souls of their victims to stay alive, and will almost always take slaves during their raids to bringback to their lairs. Roll a D6 for every enemy casualty a Dark Eldar unit causes in close combat. Models without a WScannot take slaves and cannot be taken as slaves. On a roll of a 5+, that enemy model becomes a captured slave of theattacking unit. Place the enslaved models next to each unit as markers to keep track of which unit has them (enslavedmodels are purely for remembering and do not affect the play of the game in any way). Slaves can be divided up as theplayer wishes if a unit that has them splits apart. Slaves are moved to another Slave Raider unit within 6 if their unit isdestroyed. If there is no such unit within 6, the slaves are lost along with the soul points awarded from them.

    The Dark Eldar player is awarded 10 soul points for each wound in a slave model's profile, including any wounds fromadded options such as Daemonic Steeds. Dark Eldar units are allowed to leave the battlefield by moving off of any boardedge during their movement phase as long as the unit (or a transport with the unit inside it) has at least 50 soul pointsworth of captured slaves. Units that leave in this way do not count as destroyed and are not scored as kill points or victory

    points. The Dark Eldar player counts as holding 1 additional objective or scoring 1 additional kill point for every 100 soulpoints his units have taken off of the board edges. Soul points are also added to the total for victory points if the missionuses it.

    TWISTED MINDSDark Eldar minds were suspect before the Fall, but afterwards, their thoughts have been perverted in strange andunexpected ways. Anyone attempting to delve into the mind of a Dark Eldar risks his own sanity in the process. When aDark Eldar unit becomes the target of a psychic attack, they may roll a D6. If the result is higher than the psykers PsychicTest result, the psyker then suffers Perils of the Warp. This does not stack with another Perils of the Warp suffered by thesame psyker.

    FEEL NO PAIN, FLEET, HIT & RUN, SCOUT, SKILLED RIDER, STUBBORNMost Dark Eldar models are Fleet of Foot. In addition, Dark Eldar can gain a variety of other universal special rules

    through certain abilities and wargear. It will be listed in each units entry where these rules are used. All of the universalspecial rules can be found in the Warhammer 40,000 rulebook.

    Forces of the Dark Eldar 2

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    Lords of the KabalThe lords are the most powerful and influential leaders of an entire kabal. They control vast armies of bloodthirsty warriorsmerely by their prowess in combat and their cunning to counter constant assassination threats without and within. There isone way to become a lord of the kabal: kill all of those who are in your way. To do so in the cutthroat society ofCommorragh, The Dark City, requires impeccable planning and execution, but the reward is a limitless supply of freshsouls to reap that ensures an extremely long life if one can survive ones enemies, that is.

    When riding into battle, lords will take the most exotic weaponry at the kabal's disposal, and this allows them to wadethrough the ranks of their enemies, leaving only destruction in their wake. Any fighter who sees the frightening war maskof a Dark Eldar lord can only hope for a swift death.

    Archon

    Dracon

    WS

    6

    5

    BS

    6

    5

    S

    3

    3

    T

    3

    3

    W

    3

    2

    I

    7

    6

    A

    3

    2

    Ld

    9

    9

    Sv

    5+

    5+

    SPECIAL RULESIndependent Character, Fleet of Foot

    Wych QueensA Cult of Wyches is headed by their most legendary gladiators. Veterans of thousands of arena duels, the Wych Lords area force to be reckoned with on the battlefield. They are true masters of hand-to-hand combat, casually disregarding theiropponents assaults while dissecting them for the crowds or their own enjoyment.

    Wych Archite

    Wych Dracite

    WS6

    5

    BS6

    5

    S3

    3

    T3

    3

    W3

    2

    I8

    7

    A3

    2

    Ld9

    9

    Sv6+ 4+

    6+ 4+

    SPECIAL RULESIndependent Character, Fleet of Foot

    Wych Tactics Mastery: Wych Lords use special wych weaponry and techniques designed to hinder their opponents.Models attacking a wych lord in close combat lose 1 attack (to a minimum of 1), and require a 5+ roll to hit unless theywould normally require a 6+ to hit.

    Evasive: Wyches have great reflexes which allow them to lithely dodge their opponents strikes. They have a 4+invulnerable save in close combat.

    Forces of the Dark Eldar 3

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    Haemonculi

    Dark Eldar live to torture the inferior species of the galaxy, not only because they utterly enjoy it, but because the souls oftheir victim are much more potent when harvested in a highly emotional state. The greater the sorrow, fear, and disdain aslave is feeling, the better his soul will be at holding back the creeping tendrils of Slaaneshs embrace.

    Haemonculi are the most gifted in all of Commorragh at this practice. They usually form independent covens where they

    highly sought after by the various Warrior kabals and Wych cults, selling their services to the highest bidder. Occasionally,a Haemonculus will align himself with a particular Lord where there is a particular benefit to be gained.

    Haemonculi usually take to the field with their twisted experiments, such as the unfeeling minions known as Grotesquesand a menacing contraption known as a Talos.

    Haemonculus

    WS

    4

    BS

    4

    S

    3

    T

    4

    W

    2

    I

    4

    A

    2

    Ld

    8

    Sv

    4+

    WARGEARRange Str AP Type

    Destructor Template 4 D6 Assault 1

    Stinger 12 X PistolParalyzer 12 X Pistol

    Destructor: A particularly brutal haemonculus weapon, the destructor sprays corrosive acid across mutliple enemies,melting them into a gelatinous soup in a matter of seconds. The acid solution is unpredictably potent.

    Stinger: The Stinger fires a hypodermic needle filled with a virulent poison that causes the target to violently explode. Rolto hit as normal. The Stinger always wounds on a 2+ with normal saves allowed. If a model suffers a casualty to a Stinger,place a large blast marker centered over the wounded models base. Any models (friend or foe) under the blast arewounded on a 6+ with normal saves allowed. Any models that are casualties of this blast will explode in the same way.

    Paralyzer: Similar to the Stinger in design, the Paralyzers needle incapacitates the target with a poison that selectivelyattacks the nervous system. It wounds on a 2+ with normal saves allowed. If a model suffers a casualty to a Paralyzer, it is

    captured as a slave if the same unit is charged in the following assault phase.

    Scissorhand: A poisoned weapon that wounds on a 2+ and gives its wielder +1 Attack.

    SPECIAL RULESIndependent Character, Fleet of Foot

    Skilled Torturor: Slaves captured by a unit containing a Haemonculus are worth an additional +5 soul points per wound.

    Forces of the Dark Eldar 4

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    Kabal RetinueThe lords of the kabals prefer a bodyguard when on the battlefield. These are often made up of the kabals warriors thatcan be trusted so some degree, but many of the larger kabals will prefer to hire some incubi.

    The incubi are a deadly warrior sect for hire within the city of Commorragh. This sect is rumored to have been founded bya fallen Eldar warrior of great repute, but this cannot be proven. None have ever set foot inside the sects dojo aside fromthe secretive Incubi themselves and those chosen few who are inducted at a very young age.

    Like haemonculi covens, the incubi sect strikes deals with various kabals where members serve as unwaveringbodyguards in a city full of assassination plots. They have no real ties to the lords they protect, and this makes themperfect for the job.

    IncubusIncubus MasterWarrior

    WS

    554

    BS

    444

    S

    333

    T

    333

    W

    111

    I

    565

    A

    121

    Ld

    898

    Sv

    3+3+5+

    WARGEARPunisher: This bladed staff creates a shock field that amplifies the force of the blow while splitting armor with itsmonomolecular edged blade. It counts as a power weapon in close combat and improves the wearers Strength by 1.

    Tormentor Helm: A head mounted Splinter Pistol that requires no hands to use. It is controlled by thought alone. In closecombat, it gives the wearer +1 Attack.

    SPECIAL RULESFleet of Foot (Warriors only)

    GrotesquesGrotesques are born in the darkest reaches of a Haemonculus laboratory, where he or she experiments not only withphysical methods of torture, but also mental and emotional methods. It is with the latter two that a captive may finallysnap, no longer able to perceive its surroundings or itself as anything real.

    Grotesques feel nothing but anguish, and have turned upon their own bodies in an attempt to stop the pain. TheHaemonculus is only too willing to help, assisting them in twisting their bodies into cold weapons of malice and hatred thatcan be sent against the ones enemies and kept easily underfoot.

    WS BS S T W I A Ld Sv

    Grotesque 4 0 4 3 1 3 2 5 5+

    SPECIAL RULES

    Mutilated: Grotesques care not for the distorted husks of their mutilated bodies. They ignore any hits inflicted on them ofstrength 5 or less during the shooting phase. While in close combat, Grotesques use the Feel No Pain special rule.

    Mindless: A squad of Grotesques requires a Ld test to move or run during any turn where there is no independentcharacter joined to their squad. They may assault as normal.

    Terrifying: If Grotesques are on the winning side of a close combat result, all losing units may not pass their MoraleCheck and will proceed to check for Sweeping Advance as normal. Only units with Fearless may ignore this rule.

    Forces of the Dark Eldar 5

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    MandrakesCrawling through the shadows of Commorragh are unseen threats. They stalk their prey for the right moment and strikewith neither fury nor contempt, but with a hunger so intense that it drives most of their kind insane.

    These malevolent blights are not content with the drinking of souls. They must have the flesh as well.

    Mandrakes have been warped by the desires of She Who Thirsts and the shifting realities of the more dangerous parts of

    the webway. This has led to the evolution of a dangerous hunter intent on feasting upon whatever it can, yet some Lordsfind this fringe element uniquely useful. Their ability to remain unseen makes them a great answer to the constantambitions of their underlings and competitors, and their fierce attacks make them worthy of a specialized battlefield role.

    But how does one control such insatiable hunger?

    Mandrake

    Mandragora

    WS4

    4

    BS0

    0

    S3

    3

    T3

    3

    W1

    1

    I5

    5

    A1

    2

    Ld8

    8

    Sv5+

    5+

    WARGEARMandrake Claws: These are vicious improvised hooks & claws that Mandrakes can use to swiftly tear apart their victims

    rather than trying to cut through armor like other weapons. Mandrake claws count as rending close combat weapons thatallow Mandrakes to re-roll to wound.

    SPECIAL RULESFleet of Foot

    Shadow-skinned: Mandrakes shifting skin gives them +2 to their cover saves and a 5+ cover save on open ground.Mandrakes always strike first when they charge into close combat.

    Hidden Deployment: Instead of deploying Mandrakes normally, place 3 Mandrake models in your deployment zone asmarkers for three possible positions where they could be. These markers can only move up to 6 during each of yourmovement phases and may do nothing else unless revealed.

    Reveal the true location of the Mandrake squad by the start of your third movement phase by placing all models in thesquad within 4 of one of the markers and then moving the marker model into coherency with them by the shortest route.They may run and assault as normal once revealed. Mandrakes may be kept in reserve like any other unit, but will losetheir hidden deployment and outflank instead.

    Dangerous Motives: Mandrakes can be overcome by their unnatural need for blood and gore. Mandrakes will alwayscharge an enemy if they can (even if the mandrakes have gone to ground or are falling back, in which case they return tofighting as normal). If there is no enemy unit in range to assault, they will instead charge the nearest friendly unit if able,attacking them as if they were the enemy. Mandrakes charge before any other units in the assault phase.

    Forces of the Dark Eldar 6

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    Wyches

    Wych cults offer entertainment to the denizens of The Dark City. Almost all of the Wyches have been inducted into a cultsservice as punishment for some perceived slight usually for failing to defeat ones superior and take his place. Almostnone survive the gruelling sport of the arena or the crowds fickle moods, but a select few are able to forge a name forthemselves despite the most unfair of odds.

    These natural borne survivors are chosen to be true members of the cult and are bestowed the title of a Wych for theircunning ways in the arts of death. Wyches offer their services to kabals to help fund their cults costs in resources andespecially souls, but some Wyches also do it because they tire of the scripted nature of arena fights, preferring theuncontrollable nature of a real battle instead.

    WychWych Succubus

    WS

    44

    BS

    44

    S

    33

    T

    33

    W

    11

    I

    66

    A

    12

    Ld

    88

    Sv

    6+ 4+

    6+ 4+

    SPECIAL RULESFleet of Foot

    Wych Tactics: Wyches use special weapons and techniques in close combat designed to hinder their opponents. Modelsattacking Wyches lose 1 attack (to a minimum of 1) and must roll a 4+ to hit them if they would normally need a 3+ orbetter.

    Evasive: Wyches have great reflexes which allow them to lithely dodge their opponents strikes. They have a 4+invulnerable save in close combat.

    Wych Drugs: Wyches usually rely on chemicals toenhance their performance. These chemicals also havethe effect of lessening the draining influence Slaanesh for

    just long enough to really focus on the Wychs fightingarts. Even the best of the Wyches have become hookedon the stuff, and will share an injection with their squads

    right before a battle. Roll a D6 before deployment to seewhat effect the drugs have on the unit for the game.These drugs also affect a character that takes Wyches asa retinue unless that character has their own combatdrugs.

    D6 Result

    1 12 assault move and 3D6 fall back move

    2 +1 WS

    3 +1 S

    4 Stubborn

    5 Preferred Enemy

    6 +1 Attack

    Forces of the Dark Eldar 7

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    WarriorsEvery Dark Eldar citizen of age typically joins a kabal once he can hunt for slaves on his own. The kabal trains warriors tostrike hard and fast, leaving no survivors uncaptured, but this is mostly unnecessary since Commorraghs harsh realitiesare the best training any soldier could ask for.

    With a kabal, the young Warrior is taught by their Sybarite how to handle the raiding forces trademark weaponry, from thedeadly monomolecular blade and innocuous splinter rifle to the more advanced dark lance and shredder. These weapons

    are rightfully feared all across the galaxy for their potency and ability to inflict excruciating pain and devastation.

    WarriorWarrior Sybarite

    WS

    44

    BS

    44

    S

    33

    T

    33

    W

    11

    I

    55

    A

    12

    Ld

    88

    Sv

    5+5+

    SPECIAL RULESFleet of Foot

    RaidersMore so than anything else, Dark Eldar raids are known for their vast numbers of light and swift Raider transports. Thesenimble skimmers break through enemy defenses and unload their vicious passengers right into the enemys midst wherethey can do the most harm. Many Raiders are known to also sport heavy weaponry so they can lay down devastating fireright before they close in.

    Seeker JetbikesThe Seeker Jetbike squads of Dark Eldar kabals are rightly feared by many worlds in the materium. Warriors use them tounleash a storm of splinters from their mounted guns, only to dart back out of sight before the storm is over. Whats worsethere is nowhere to hide, as their projectiles seem to weave through and around obstacles to find you!

    Seeker WarriorSeeker Sybarite

    WS

    44

    BS

    44

    S

    33

    T

    3(4)3(4)

    W

    11

    I

    55

    A

    12

    Ld

    88

    Sv

    4+4+

    SPECIAL RULESSeeker Jetbike: Use the rules of Eldar Jetbikes and is mounted with two splinter rifles. Any splinter weapon that is

    mounted on a Seeker Jetbike is loaded with soul seeker ammunition.

    Forces of the Dark Eldar 8

    Raider

    BS

    4

    Front

    10

    Side

    10

    Rear

    10

    ARMOR

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    Reaver JetbikesWych Cults use jetbikes just as much as, if not more than, kabals. Special arenas are designed specifically to watchReaver fights where contestants dodge and weave through the air in order to land a grisly kill with one of the many razor-edged blades on their bikes.

    During raids, Reavers fall upon their foes like the wind. Instantly cutting through the ranks to quickly wheel around andfinish off or capture any survivors.

    Reaver Wych

    Reaver Succubus

    WS4

    4

    BS4

    4

    S3(4)

    3(4)

    T3(4)

    3(4)

    W1

    1

    I6

    6

    A2

    3

    Ld8

    8

    Sv5+

    5+

    SPECIAL RULESReaver Jetbike: These bikes use the rules of eldar jetbikes as described in the Warhammer 40,000 rulebook and areeach mounted with a splinter rifle. The multiple blades give the rider +1S and +1A. Both are included in their profile.

    Reaver Drugs: Reaver Wyches take similar drugs toother members of the cults, but also differing slightly. Rolla D6 before deployment to see what effect the drugs

    have on the unit for the game. These drugs also affect acharacter that takes Reaver Jetbikes as a retinue unlessthat character has their own combat drugs.

    D6 Result

    1 Skilled Rider

    2 +1 WS

    3 +1 S

    4 Stubborn

    5 Preferred Enemy

    6 +1 Attack

    Warp Beasts

    Certain creatures manefest themselves at the edge between the Webway and the Warp. They are the living embodimentof nightmares known as Warp Beasts. The Wych Cults love to capture such beasts and add them to their events fordramatic effect. Accomplished Wyches have learned to bend these creatures to their will and heard them toward theirenemies with similar results.

    Warp BeastBeastmaster

    WS

    44

    BS

    04

    S

    43

    T

    33

    W

    11

    I

    56

    A

    42

    Ld

    58

    Sv

    6+6+

    SPECIAL RULESFleet of Foot

    Beastmaster: The Beastmaster always takes combat drugs with the 12 charge move result so that he can keep up withhis pack. If the Beastmaster is lost, the remaining Warp Beasts in the squad return to the Warp and are removed fromplay.

    Forces of the Dark Eldar 9

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    HellionsSome Wyches prefer a more nimble hellion skyboard over the pure speed of a jetbike. This allows them to duck in and outof combat at will and dodge attacks coming their way. Hellion Wyches are often seen dropping down unexpectedly fromthe clouds onto their foes, causing confusion and panic. They known for two iconic weapons. The first is the Hellglaive,and the second is the Net Slinger.

    Hellion Wych

    Hellion Succubus

    WS4

    4

    BS4

    4

    S3

    3

    T3

    3

    W1

    1

    I6

    6

    A1

    2

    Ld8

    8

    Sv6+ 5+

    6+ 5+

    WARGEARRange Str AP Type

    Hellglaive 18 3 5 Assault 3Net Slinger 12 Assault 1 Large Blast (single shot)

    Hellglaive: Hellions use this weapon by swinging it as they fire off a rapid series of spinter shots. With practice this allowsthem to strafe their shots across several enemies at a time. In close combat, the bladed ends of the Hellglaive allow it tobe used as two close combat weapons.

    Net Slinger: When Hellions swoop in from the skies, they will often fire this weapon to tie up their prey. It launches a high-tensile wire mesh connected to a set of metal pikes which are imbedded into the ground when shot. Any models hit by theNet Slinger must pass a Strength Test or be forced to go to ground. Note that this is not a Morale Check, and so Fearlessunits are also susceptible. Each Net Slinger may only be used once per battle.

    Skyboard: Models on a skyboard count as jump infantry, but may not choose to move on foot. This means they may notrun during their shooting phase and are not slowed down by difficult terrain when charging into close combat. Hellions areable to fly in and out of close combat and use the Hit & Run special rule. Skyboards confer a 5+ invulnerable save, asthey are constantly weaving through the air at breakneck speeds and this makes them difficult targets.

    SPECIAL RULESHit & Run

    Evasive: Wyches have great reflexes which allow them to lithely dodge their opponents strikes. They have a 4+invulnerable save in close combat.

    Hellion Drugs: Hellion Wyches take similar drugs toother members of the cults, but also differing slightly. Rolla D6 before deployment to see what effect the drugshave on that unit for the game. These drugs also affect acharacter that takes Hellions as a retinue unless thatcharacter has their own combat drugs.

    D6 Result

    1 Scout

    2 +1 WS

    3 +1 S

    4 Stubborn

    5 Preferred Enemy

    6 +1 Attack

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    ScourgesScourges swarm overhead, darkening the skies during particularly large Dark Eldar raids like a plague. Scourges ride apair of powered wings that let them fly behind enemy lines and strike where they are least expected. They support theother Warriors with a high volume of fire or by ambushing heavy enemy units with dark matter and electromagneticweaponry.

    Scourge Warrior

    Scourge Sybarite

    WS4

    4

    BS4

    4

    S3

    3

    T3

    3

    W1

    1

    I5

    5

    A1

    2

    Ld8

    8

    Sv5+

    5+

    WARGEARHaywire Grenades: These grenades are extremely effective at disrupting enemy vehicles systems because they emit awave of electromagnetic energy. Roll to hit for only one attack from each model in close combat with the vehicle. Then rolla D6. On a 1, the attack does nothing. On a 2 through 5, it causes a glancing hit. On a 6, it causes a penetrating hit.

    RavagersThe Ravager is a modification of the Raider design built as a heavy weapons platform with unparalleled speed andmaneuverability. It strikes fast and hits hard, but is still almost as lightly armored as the transport it is based on. Luckily,the Dark Eldar have a few tricks up their sleeves that allow the Ravager to remain undetected while it unloads dark matterbeams upon the enemy.

    WARGEARDark Veil: A more widely dispersed form of the shadow field, the dark veil effectively cloaks the surrounding area in a

    deep and murky gloom. The vehicle gains a +1 to any cover saves it gains from intervening terrain or models (but not fromFlat Out movements).

    Forces of the Dark Eldar 11

    Ravager

    BS

    4

    Front

    11

    Side

    11

    Rear

    10

    ARMOR

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    TalosThe Haemonculus most twisted creations usually take the form of large machines designed to torture souls and use themas a form of energy that powers and animates it to further acts of evil. Haemonculi love to take these mechanicalcreatures along with them on raids, where they will feed without mercy, spreading fear and terror amongst the enemy.They see them as pets, each a unique masterpiece of their insane arts.

    WS BS S T W I A Ld Sv

    Talos 5 3 7 7 3 4 3+D3 3+

    WARGEARRange Str AP Type

    Talos Sting 24 X 5 Assault D3

    Talos Sting: The Talos is armed with a unique ranged weapon that it fires indiscriminately. It fires in a front arc, exactlylike a hull mounted weapon, hitting every unit (friend or foe) within a 24 range. The projectiles it fires are highly poisonousand will always wound on a 4+.

    Crushing Claws: Haemonculi like to put huge claws on the Talos that can be used to pry open vehicles and can get at

    the prey hiding inside. When the Talos is attacking a vehicle, roll to hit as normal. Use one of the hits against the vehicle,and any additional hits will give the Talos +1 to its armor penetration result.

    Scream Channels: A Talos is sometimes equipped with the means to amplify the screams as its prey is devoured. This isa horrendous sound that drains the conviction of any sane being who hears it. Of course the Dark Eldar are far from sane,so it merely inspires them to assail their victims with renewed intensity! If the Talos has killed at least one model in closecombat, it affects all models (friend or foe) within 6 until the start of its next turn. Dark Eldar models gain the Relentlessspecial rule, while other models suffer a -1 to the Leadership.

    SPECIAL RULESFearless

    Hover: The Talos hovers above the ground. It ignores impassable terrain, but otherwise moves normally.

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    Asdrubael VectSUPREME LORD, KABAL OF THE BLACK HEART

    The most revered and respected Lord in Commorragh, Asdrubael Vect commands the vast forces of the Kabal of theBlack Heart. It is said that he is personally responsible for founding their home in the Webway, and that he was alivethousands of years ago to witness the birth of The Great Enemy.

    Vect holds the allegience of several kabals, cults, and covens, and he always has a huge number of Incubi to protect hisholdings and enforce his will. He is seemingly and strangely immune to the influence of Slaanesh, and yet he regularlyhas hundreds of slaves tortured and sacrificed for his own desires.

    When he rides into battle, it is always atop his personal Ravager, known as the Dais of Destruction. The Dais carries hisbodyguard for added protection. As an being of vast experience and frighteningly guile, there is little chance of facing himwith any great success.

    ARMOR

    WS BS S Front Side Rear I A

    Dais of Destruction 6 6 4 11 (14) 11 (14) 10 (14) 7 5

    SPECIAL RULESIndependent Unit: Asdrubael Vect, his bodyguard, and the Dais of Destruction count as a single unit and may not joinany other unit.

    Energy Field: The Dais is protected by a unique energy field that gives it an armor value of 14 against shooting attacks.Close combat attacks are made against the Dais normal armor values.

    Dais Close Combat: The Dais uses the rules of a Dreadnaught when fighting in close combat. All extra close combatweapons are already included in its attack profile. All attacks from the Dais count as power weapons.

    Supreme Lord: An army including Asdrubael Vect may bring 2 more troop choices than the force organization chartwould normally allow.

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    WARGEAR

    Weapon Rng S AP Type

    Archangel of Pain Template Assault 1*

    Blaster 12 8 2 Assault 1 Lance

    Destructor Template 4 D6 Assault 1

    Dark lance 36 8 2 Heavy 1 Lance

    Disintegrator choose one of the modes below

    MaximalSustained

    3624

    74

    23

    Heavy 1 BlastHeavy 3

    Hellglaive 18 3 5 Assault 3

    Net Slinger 12 Assault 1Large Blast*

    Paralyzer 12 X Pistol*

    Shredder 12 6 Assault 1 Blast

    Splinter pistol 12 3 5 Pistol

    Splinter cannon 24 4 5 Assault 4

    Splinter rifle 24 3 5 Assault 1

    Splinter shotgun 12 3 Assault 3

    Stinger 12 X Pistol*

    Talos Sting 24 X 5 Assault D3*

    Terrorfex 12 Assault 1 Blast*

    Xenospasm 12 3 3 Assault 1 Blast*

    *These weapons have have additional rules. See theirdescriptions on these pages for more details.

    AgoniserAgoniser close combat weapons are charged with aspecial energy field that causes severely painful spamsthroughout the enemys body. This can take down even thelargest opponents and is a prized weapon among bothkabal warriors and wych cults. Agonisers wound on a D6roll of 4+, with no armor saves allowed. Vehicles take aglancing hit on a 4+ if hit by an agoniser.

    Animus Vitae (One per army)This special grenade creates a sphere of barbed wire thaexpands and catches victims in its painful embrace. TheDark Eldar find the sight of this torture device in actionhighly invigorating. Any unit containing a model with the

    animus vitae gains an additional 5 soul points fromcaptured slaves. If the model with the animus vitaecaptures a slave, he gains +1 WS and +1 S for the rest othe battle.

    Archangel of Pain (One per army)The essence of a daemon is entombed within a caskcarried by this Dark Eldar. Once released, it rushesforward and incapacitates the enemy with its terriblescreams. Any unit that is not in close combat and is hit bythe archangel of pain takes a Pinning Test with a -2 to theirLeadership.

    BladeThe Dark Eldar make use of a variety of lightweight bladesthe edges of which they hone to the thickness of a singlemolecule. These blades are so sharp that they can slicethrough ceramite power armor if enough force is appliedBlades count as close combat weapons as described inthe Warhammer 40,000 rulebook.

    BlasterThe blaster is compact design of the dark lance, firingshort-lived stream of dark energy that simply erase almatter it touches.

    Combat DrugsImportant members of Dark Eldar society often haveaccess to their own combat drugs. These dull the effect ofShe Who Thirsts for a short while, and also give the userunnatural prowess in close combat. At the start of eachassault phase, roll a D6 for up to one of each of thefollowing effects listed. All effects last until the next assaulphase.

    If any two dice roll the same, the model takes a woundfrom the overdose without any saves allowed. If three ormore dice roll the same, the model overdoses and isimmediately removed from play. Any model removed dueto an overdose is not counted when determining close

    combat results.

    A. 12 assault move and 3D6 fall back moveB. +2 WSC. +1 S

    D. StubbornE. Preferred EnemyF. +1 AttackG. Always strike firstH. +1 to rolls for capturing slaves

    Wargear 14

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    Crucible of Malediction (One per army)This crucible contains the souls of tortured psykers. Uponrelease, they create a psychic cacophany that can drivepsykers insane. Once per game, you may release thesesouls. Starting with the closest, each enemy psyker on theboard takes a Psychic Test. Models within 12 of themodel holding the crucible suffer a -1 Ld for this test, andmodels at least 24 away gain a +1 Ld for this test. If thePsychic test is failed, the model suffers a wound with noarmor or cover saves allowed. If the psyker suffers Perils

    of the Warp, it is removed from play with no saves of anykind allowed. If the psyker passes, move on to the nextclosest enemy psyker until all have taken the test or onehas failed.

    DestructorSee page 4.

    Dark LanceThe dark lance propels deadly streams of the mysteriousdark energy that only the Dark Eldar possess. It doesnt somuch destroy the target as remove parts of it fromexistance. No one knows exactly how this dark energyworks or where the erased material goes, but there is no

    denying its potency and disregard for all types of standardarmor.

    DisintegratorThe disintegrator modulates dark energy into bursts ratherthan a steady stream. This allows it to attack multipletargets in a sustained fire mode. It can also charge up asingle high-powerd and unstable burst that dischargesupon impact, eradicating everything nearby.

    Gruesome DecorationsDark Eldar love to decorate themselves with their fallenfoes. Whether that means hanging severed fingers andears on hooks, painting on markings in blood, orsomething even worse it all has the same effect ofcreating a monstrous visage to ones opponents andadding to ones reputation as a deadly hand-to-handfighter. If any units lose in close combat to a model withgruesome decorations, they will have -1 Ld for their MoraleCheck. If they fail, each model on the winning side withgruesome decorations adds +1 to the winning sides roll forSweeping Advance.

    Goblet of Spite (One per army)A sacred relic from the pleasure cults that existed beforethe Fall, the goblet of spite instills intense hatred among

    the wych cults. Only a Succubus or Wych Lord may takethe goblet of spite. All models in the squad that containsthe goblet of spite will always hit on a 3+ in close combat,regardless of other factors.

    Haywire Grenades See page 11.

    HellglaiveSee page 10.

    Hell MaskThese masks create an aura of unnatural dread. Closecombat opponents must pass a Leadership in each roundof combat. Any that fail will need 6s to hit the maskswearer. It replaces any other mask worn by the samemodel.

    Mask of the Damned (One per army)The mask of the damned shows the enemy their deepes

    fears realized, projecting these hellish thoughts straighinto their minds. Such visions can drop a warrior to hisknees mid-charge. Any unit wishing to charge a unicontaining the mask of the damned must pass a standardLeadership test or else they may not charge. Note thaeven those who have no fear of battle will always havesomething to be fearful of buried deep in their minds, soFearless units are also affected. It replaces any other maskworn by the same model.

    Net SlingerSee page 10.

    Nightmare Doll(One per army)

    To create a nightmare doll is to transplant tortured psykespirits into ones own mind. Needless to say, this is a riskymaneuver in Commorragh, where they see psykers asplaythings to be abused, and on the battlefield, where thefuries of war can drive you into a feverish delirium. An armywith a nightmare doll may force the opponent to re-rolwhen determining who chooses to go first or second. Themodel that uses the nightmare doll then takes a Strength 3hit with no saves of any kind allowed.

    ParalyzerSee page 4.

    Plasma Grenades

    These are a form of assault grenades. The rules for whichcan be found in the Warhammer 40,000 rulebook.

    Poisoned AmmoSplinter weapons very often include a variety of deadlypoisons in their ammunition crystals. Any splinter pistolsplinter shotgun, splinter rifle, splinter cannon, or hellglaivewith poisoned ammunition always wounds on a 4+ whenshooting.

    Poisoned BladesThe Dark Eldar save their deadliest poisons for closecombat, where they cen better see the effects of thei

    work. These count as poisoned weapons that wound on a2+. The rules for poisoned weapons can be found in theWarhammer 40,000 rulebook.

    PunisherSee page 5.

    Reaver JetbikeSee page 9.

    ScissorhandSee page 4.

    Wargear 15

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    Seeker JetbikeSee page 8.

    Shadow Field (One per army)The shadow field creates a miasma of dark energyabsorbing the energy of any projectiles fired into it. Thewearer gains a 2+ invulnerable save until he or shesuffers an unsaved wound. Multiple dice are rolledtogether against the shadow field rather than rolling eachof the dice one at a time.

    ShredderThe shredder launches a fine mesh of monofilament wirewith barbs or serrated edges. Everyone in the area of thismesh web gets tangled up and is sliced to pieces as theystruggle to get free. This mesh is so strong that it caneven tangle up and jam up the systems of less protectedvehicles.

    SkyboardSee page 10.

    Soul Seeker AmmoSometimes Dark Eldar will imbue the ammunition crystals

    used in their splinter weapons with the tortured spiritsfrom captured wraithbone. The shards of these crystalsseek out a target, no matter where it is hiding, and canliterally bend around obstacles in its way.

    Soul seeker ammo allows splinter weapons count as twin-linked and do not need line of sight. The targets of theseweapons may not take any cover saves.

    Splinter PistolDark Eldar often carry the splinter pistol with them intoclose combat, where its shard ammo and attachedcombat blade are very effective.

    Splinter CannonSplinter technology generates no recoil, which allows alarger version of the system to be hand-held. It is evenusable on the move, making it the perfect weapon forDark Eldar warriors who would always prefer to get upclose and personal with their victims.

    Splinter RifleSplinter rifles use a electro-magnetic pulse to break aparta crystal into shards and propel them at incrediblespeeds. The long accelerator barrel of the rifle gives it anexceptional range among this type of weapon, but the

    more directed nature of the shot is only capable of hittinga single target, even at short range.

    Splinter ShotgunA short-ranged version of the splinter rifle, the splintershotgun covers a wide area with shards. This makes itvery effective against several targets, especially in tightquarters. The splinter shotgun counts a Rapid Fireweapon when determining if the user may assault.

    StingerSee page 4.

    Talos StingSee page 12.

    TerrorfexThese special grenades are made from capturedwraithbone. When they explode, everyone in the vicinityexperiences nightmaric hallucinations designed to induceabsolute terror. Any unit hit by a terrorfex takes animmediate Pinning Test with a -1 to their Ld for eachmodel hit after the first and another -1 Ld if they are below

    half strength.

    Tormentor HelmSee page 5.

    Trophy RackMany Dark Eldar put the heads of their victims on pikes inthe middle of battle just to mock their opponents. If amodel with a trophy rack slays an enemy model in closecombat, it gains +1 Ld for the rest of the battle. Thishappens only once per battle.

    Vexantrope (One per army)The vexantrope is a delicate mask of skin and bone

    adorned with runes of illusion. It makes the weareappear as someone the enemy loves, respects, admiresor trusts. Models wishing to attack the wearer must passa Leadership test with a -1 modifier or attack a differentmodel in range (if there is one). Necrons, DaemonsTyranids, and vehicles are unaffected. It replaces anyother mask worn by the same model.

    Webway PortalWebway portals are generated by portable devices tharip a hole in the materium to the ancient Eldar-madeinterstellar tunnel system where the Dark Eldar reside. Amodel carrying a webway portal may use it once per

    battle during one of its shooting phases instead oshooting or running. When the webway portal is usedplace a blast marker anywhere within 1 of the model orits transport. This blast marker represents the portalReserves that have been designated to arrive via thewebway may move onto the board as if the edge of theportal were your board edge. Models may move on andthrough this portal normally (going into and out of thewebway as they do so), and treat it as area cover with acover save of 5+. If no webway portals can be used, anymodels designated to arrive via webway may not entethe game at all, but they do not count for kill points ovictory points. Dark Eldar units with at least 50 soul pointsmay exit the board via the webway portals as long as al

    models can reach the edge of the marker in theimovement phase. May not be used by models onskyboards or jetbikes.

    Xenospasm (One per army)The Xenospasm is a modification of the terrorfexgrenade. The tortured wraithbone inside it reacts violentlywith those nearby when it detonates. Models taking aPinning Test from a Xenospasm do so at -1 Leadershipper model hit.

    Wargear 16

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    VEHICLE UPGRADES

    Corpse AdornmentsThe vehicle has sharp pikes all over its hull on which thecorpses of victims are presented to the enemy. An enemyunit has its highest Leadership reduced by 1 for each

    vehicle with corpse adornments within 6 of at least one ofthe units models.

    Darkstar EngineSpeed is a way of life for the Dark Eldar, and to be outrunoften spells defeat. Dark Eldar vehicles can use potentdark energy to propel them to incredible velocities.Vehicles with a darkstar engine can go an additional 6+D6when moving flat out. If the distance moved is at least 32in a single phase, the vehicle gains +1 to its cover save.The vehicle and models embarked on it may not shoot inthe following phase. If the Raider suffers a Destroyedexplodes! result, the explosion will always reach the full 6.

    Harpoon LinesRaiders can use a set of harpoons that fire out from thesides of the vehicle to clamp onto an enemy vehicle andhold the Raider close to it so that embarked squads canproceed to attack it. Units embarked on a Raider withharpoon lines may assault a vehicle within 3 of that Raiderwithout having to disembark or make an assault move. Theembarked unit must not have attacked another unit in thesame turn, and their Raider must not have moved flat outthat turn.

    HorrorfexThe horrorfex is an upgrade to any single weapon on thevehicle. The upgraded weapon now has an additional firingmode similar to that of the terrorfex with an improved rangeof 18.

    Night ShieldNight shields trap and distort light, helping to hide the truelocation of the vehicle and often making it seem closer thanit really is. The range of weapons is reduced by 6 whenshooting at a vehicle with a night shield. This also affectsthe ability to take two shots with Rapid Fire weapons aswell as the distance to spot during Night Fighting. Templateweapons are unaffected.

    Screaming JetsThe vehicle is able to fly at high altitude and drop downonto the battlefield with the wailing scream of its highpowered jets. Vehicles with screaming jets are allowed to

    Deep Strike out of reserve and count as moving at cruisingspeed the turn on which they arrive.

    ScythesDark Eldar vehicles often attach monomolecular-edgedscythes to their hulls. This makes them very dangerous toassault. Any enemy model in close combat that rolls a 1 tohit a vehicle with scythes takes a Strength 5 hit with normaarmor saves allowed.

    Slave SnaresThe Raider is often seen dangling numerous chains with

    barbs and cruel hooks below its hull. These can be used

    to sweep across squads of enemies and snag them withthe dangling weapons. A Raider with slave snares targetsany unit that it passes over in the movement phase with a

    number of attacks equal to the number of models in thaunit its hull has passed over. Models may only be passedover once by the Raider. Resolve the attacks as you

    would for Strength 4 close combat attacks that allowarmor saves. After removing casualties, continue moving

    any other models. Casualties from slave snares arecounted in the following shooting phase for purposes o

    checking for 25% casualties for Morale Checks.

    StabilizersA Raider can use a system of gyroscopic stabilizers toallow passengers embarked on it to fire while moving acruising speed. These systems reroute energy from themain weapon systems, so only defensive weapons mayfire on a turn when stabilizers are used.

    Torture AmpThe screams of captured slaves are amplified byspecialized Haemonculus technology mounted on thevehicle during raids. The anquishing sounds of which allowthe vehicle to Tank Shock even though it is not a tank. Maynot be combined with Slave Snares.

    Vehicle Upgrades 17

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    DARK ELDAR ARMY LIST

    This section details each unit so that you can play battlesusing the standard scenarios in the Warhammer 40,000rulebook. It also gives you the basic information you needto use Dark Eldar in custom designed scenarios orcampaigns.

    The army list is divided into six sections (HQ, Troops,Dedicated Transports, Elites, Fast Attack, and HeavySupport). Each squad, vehicle, or character is placed intoone of these sections based on its role within the army.Each unit and its various options are given a point valuebased on how effective that unit or option is in battle.Before you play a game, you need to agree with youropponent on a scenario and a total number of points eachof you will spend. Then you can proceed to pick yourarmy.

    Each unit has a concise entry for all of the different things

    that define it. Below are listed definitions of each of theseentries.

    Unit Profile: At the start of each entry you will find thename of the unit, the statistics any models that it mayinclude, and the points of the basic unit without anyupgrades.

    Unit Composition: This entry lists the number of eachmodel makes up the basic unit. If the compositionincludes the word Unique, you may only include one ofthat unit in your army.

    Unit Type: This entry refers to the rules of unit types

    found in the Warhammer 40,000 rulebook. Each type ofunit, such as Infantry, Jump Infantry, or Vehicle has itsown set of rules for movement, shooting, and assaulting.

    Wargear: This entry lists each piece of equipment themodels in the basic unit carry. Their points are included inthe unit profile.

    Special Rules: This entry lists the special rules of theunit. Some of these rules are found in the Forces section.Other rules refer to the Universal Special Rules section ofthe Warhammer 40,000 rulebook.

    Transport: This entry lists any transports the unit maytake. The unit entries for these transports can be found intheir own section. The Transports section of theWarhammer 40,000 rulebook explains how thesededicated transports work.

    Options: This entry lists all the upgrades you may add tothe unit if you choose to do so. A model in the unit musthave the upgrade youve chosen visually represented onit or else you may not take it.

    USING A FORCE ORGANIZATION CHARTThe army lists are used in conjunction with the forceorganization chart from a scenario. There are fivecategories of units on the chart that correspond to five ofthe sections in the army list. The sixth section is forDedicated Transports, which do not count as a choice onthis chart. Each grey-toned box represents one optionalchoice of that type, and each black-toned box representsa compulsory choice.

    MISSIONS & POINTSThis army list is designed to be used with the StandardMissions in the Warhammer 40,000 rulebook. It may alsobe used with any other missions, but play balance may beaffected.

    Dark Eldar Army List 18

    KABAL AND WYCH CULT CHARACTERSYoull notice many of the named characters in the

    Dark Eldar army list are drawn from several differentKabals or Wych Cults, but they can still be used in

    the same army if you wish. This can represent theoccurance of the various factions of Commorragh

    teaming up for a large raid or for some other reason.Alternatively, you can use the model and rules for anammed character to represent a mighty character

    from another Wych Cult or Kabal. All you have to dois come up with a new name, but it can also be more

    fun to create your own story for these characters.This is a perfect way to personalize your army. Just

    make sure your opponent is aware of what everythingcounts as.

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    HQLORD OF THE KABAL. 40 points Page 3

    Archon

    Dracon

    WS

    6

    5

    BS

    6

    5

    S

    3

    3

    T

    3

    3

    W

    3

    2

    I

    7

    6

    A

    3

    2

    Ld

    9

    9

    Sv

    5+

    5+

    KABAL RETINUE.....40 points Page 5

    IncubusIncubus MasterWarrior

    WS

    554

    BS

    444

    S

    333

    T

    333

    W

    111

    I

    565

    A

    121

    Ld

    898

    Sv

    3+3+5+

    Dark Eldar Army List 19

    Unit Composition: 1 Dracon

    Unit Type: Infantry

    Special Rules: Fleet Slave Raiders Twisted Minds

    Independent Character

    Wargear: Splinter pistol Blade Plasma grenades Hell Mask

    Model Options: Replace the splinter pistol and/or bladewith one of the following:

    - splinter rifle or splinter shotgun.......free- poisoned blade...........................+5 pts- agoniser....................................+20 pts- punisher & tormentor helm.......+25 pts

    Replace the hell mask with one of thefollowing:

    - vexantrope..................................+5 pts- mask of the damned.................+10 pts

    Take trophy rack..............................+2 pts Take haywire grenades...................+3 pts

    Take gruesome decorations............+4 pts Take poisoned ammo......................+4 pts Take soul seeker ammo..................+4 pts Take archangel of pain....................+5 pts Take terrorfex................................+10 pts Take xenospasm...........................+15 pts Take crucible of malediction..........+20 pts Take shadow field..........................+25 pts Take combat drugs........................+25 pts Take webway portal.......................+50 pts Take seeker jetbike........................+25 pts

    Unit Options: The Dracon may be upgraded to anArchon.............................................+25 ts

    Unit Composition: 5 Warriors

    Unit Type: Infantry

    Special Rules:

    Fleet of Foot (Warriors only) Slave Raiders Twisted Minds

    Wargear:

    Splinter rifle Blade Plasma grenades

    Model Options: Warriors may replace their splinter rifle

    with a splinter pistol or shotgun...........free Warriors may take:

    - haywire grenades.......................+4 pts- poisoned ammo..........................+5 pts- soul seeker ammo......................+5 pts

    The Incubus Master may take:- gruesome decorations................+4 pts

    Unit Options: May include up to five additional warriors

    .......................................+8 pts per model Any warrior may be upgraded to an

    incubus with a punisher and atormentor helm..............+17 pts per model

    One incubus can be upgraded to anincubus master......+10 pts per model

    Retinue:The lord of the kabal maytake a kabal retinue. Theretinue does not countagainst your HQ allowance.

    Dedicated Transport:May select a Raider (see Dedicated Transports for points cost).

    Mounted Assault:If an Archon takes aseeker jetbike, you maytake Seeker JetbikeSquads as Troops.

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    HQWYCH QUEEN............................................................ 45 points Page 3

    Wych Archite

    Wych Dracite

    WS

    6

    5

    BS

    6

    5

    S

    3

    3

    T

    3

    3

    W

    3

    2

    I

    8

    7

    A

    3

    2

    Ld

    9

    9

    Sv

    6+ 4+

    6+ 4+

    HAEMONCULUS........................................................ 32 points Page 4

    Haemonculus

    WS

    4

    BS

    4

    S

    3

    T

    4

    W

    2

    I

    4

    A

    2

    Ld

    8

    Sv

    4+

    Dark Eldar Army List 20

    Unit Composition: 1 Dracite

    Unit Type: Infantry

    Special Rules: Fleet of Foot Slave Raiders Twisted Minds Independent Character Wych Tactics Mastery Evasive

    Wargear: Splinter pistol Close combat weapon Plasma grenades

    Model Options: Replace blade with:

    - poisoned blade...........................+5 pts- hellglaive...................................+10 pts- agoniser....................................+20 pts

    Take trophy rack..............................+2 pts Take haywire grenades...................+3 pts Take gruesome decorations............+4 pts Take poisoned ammo......................+4 pts Take soul seeker ammo..................+4 pts Take archangel of pain....................+5 pts Take goblet of spite.........................+5 pts Take terrorfex................................+10 pts Take xenospasm...........................+15 pts Take crucible of malediction..........+20 pts Take combat drugs........................+25 pts Take webway portal.......................+50 pts May choose one of the following:

    - skyboard...................................+15 pts- reaver jetbike............................+30 pts

    Unit Options: The Dracite may be upgraded to anArchite.............................................+25 ts

    Retinue:The Wych Queen may select aWych Squad as her retinue ifnot taking a skyboard or jetbike.The retinue does not countagainst your Elites allowance.

    Unit Composition: 1 Haemonculus

    Unit Type: Infantry

    Special Rules: Fleet of Foot Slave Raiders Twisted Minds Independent Character Skilled Torturer

    Wargear: Paralyzer Scissorhand Hell mask

    Model Options: Replace paralyzer with:

    - stinger.........................................+5 pts- destructor..................................+10 pts

    Replace the hell mask with one of thefollowing:

    - vexantrope..................................+5 pts- mask of the damned.................+10 pts

    Take trophy rack..............................+2 pts Take haywire grenades...................+3 pts

    Take gruesome decorations............+4 pts Take archangel of pain....................+5 pts Take terrorfex................................+10 pts Take xenospasm...........................+15 pts Take crucible of malediction..........+20 pts Take nightmare doll.......................+20 pts Take shadow field..........................+25 pts Take combat drugs........................+25 pts Take webway portal.......................+50 pts May choose one of the following:

    - skyboard...................................+15 pts- seeker jetbike............................+25 pts

    Unit Options: Add up to two additional Haemonculi.......................................+32 pts per model

    Retinue:Each Haemonculus may take a squad of 3-5 grotesques as aretinue if he or she does not take a skyboard or jetbike. Theretinues do not count against your Elites allowance. Haemonculiand their retinues may join other units.

    Cult Assault:If a Wych Archite istaken on foot, you may

    take Wych Squads asTroops.

    If a Wych Archite takes askyboard, you may takeHellion Squads of atleast 5 models asTroops.

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    ELITESWYCH SQUAD............................................................ 70 points Page 7

    Wych

    Wych Succubus

    WS

    4

    4

    BS

    4

    4

    S

    3

    3

    T

    3

    3

    W

    1

    1

    I

    6

    6

    A

    1

    2

    Ld

    8

    8

    Sv

    6+ 4+

    6+ 4+

    WARP BEAST PACK................................................ 50 points Page 6

    Warp BeastBeastmaster

    WS

    44

    BS

    04

    S

    43

    T

    33

    W

    11

    I

    56

    A

    42

    Ld

    58

    Sv

    6+6+

    Dark Eldar Army List 21

    Unit Composition: 1 Wych Succubus 4 Wyches

    Unit Type: Infantry

    Special Rules: Fleet of Foot Slave Raiders Twisted Minds Independent Character Wych Tactics Evasive Wych drugs

    Wargear: Splinter pistol Close combat weapon

    Plasma grenades

    Model Options: The Wych Succubus may replace theclose combat weapon with:

    - poisoned blade......+5 pts- hellglaive..+10 pts- agoniser+20 pts

    Take trophy rack..............................+2 pts Take haywire grenades...................+3 pts Take gruesome decorations............+4 pts

    Take poisoned ammo......................+4 pts Take archangel of pain....................+5 pts Take goblet of spite.........................+5 pts Take terrorfex................................+10 pts Take xenospasm...........................+15 pts Take crucible of malediction..........+20 pts Take combat drugs........................+25 pts Take webway portal.......................+50 pts

    Unit Options: Add up to five additional Wyches

    .....................................+13 pts per model

    The entire squad may take:- haywire grenades......+3 pts per model- poisoned ammo.........+4 pts per model- soul seeker ammo.....+4 pts per model

    Dedicated Transport:May select a Raider (see Dedicated

    Transports for points cost).

    Unit Composition: 1 Beastmaster 3 Warp Beasts

    Unit Type: Infantry (Beastmaster) Beast (Warp Beasts)

    Special Rules: Fleet of Foot Beastmaster

    Wargear: Beastmaster has agoniserand splinter pistol Warp Beasts have teeth

    and claws (extra attackincluded in profile)

    Options: Add up to seven additional Warp Beasts

    .....................................+12 pts per model

    Attractions of the Wych Cult:One warp beast pack may bechosen for each wych squad in thearmy (including those taken asretinues). Warp beast packs donot count against your Elitesallowance. Warp beast packs may

    join with wych squads.

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    ELITESMANDRAKE SQUAD................................................ 110 points Page 6

    Mandrake

    Mandragora

    WS

    4

    4

    BS

    0

    0

    S

    3

    3

    T

    3

    3

    W

    1

    1

    I

    5

    5

    A

    1

    2

    Ld

    8

    8

    Sv

    5+

    5+

    GROTESQUE SQUAD.............................................. 45 points Page 6

    GrotesqueWS4

    BS0

    S4

    T3

    W1

    I4

    A2

    Ld5

    Sv5+

    Dark Eldar Army List 22

    Unit Composition: 1 Mandragora 4 Mandrakes

    Unit Type: Infantry

    Special Rules: Fleet of Foot Slave Raiders Twisted Minds Shadow-skinned Hidden Deployment Dangerous Motives

    Wargear: Two mandrake claws

    Model Options: Mandragora may replace claws with:

    - two poisoned blades.......................free- two agonisers............................+20 pts

    The Mandragora may take:- gruesome decorations................+4 pts- trophy rack..................................+5 pts

    Unit Options: Add up to five additional Mandrakes

    .....................................+18 pts per model

    Unit Composition: 3 Grotesques

    Unit Type: Infantry

    Special Rules: Twisted Minds Mutilated Mindless Terrifying

    Wargear: Mutated claws andgrafted blades (closecombat weapons,additional attack included

    in profile)

    Options: Add up to seven additional Grotesques......................................+15 pts per model

    Dedicated Transport:May select a Raider (seeDedicated Transports forpoints cost).

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    TROOPSWARRIOR SQUAD..................................................... 45 points Page 8

    Warrior

    Sybarite

    WS

    4

    4

    BS

    4

    4

    S

    3

    3

    T

    3

    3

    W

    1

    1

    I

    5

    5

    A

    1

    2

    Ld

    8

    8

    Sv

    5+

    5+

    DEDICATED TRANSPORTSRAIDER.......................................................................... 35 points Page 8

    Dark Eldar Army List 23

    Unit Composition: 1 Warrior Sybarite 4 Warriors

    Unit Type: Infantry

    Special Rules: Fleet of Foot Slave Raiders Twisted Minds

    Wargear: Splinter rifle Blade Plasma grenades

    Model Options: Replace splinter rifle with:

    - splinter shotgun or pistol.........free Replace one splinter rifle with:

    - blaster or shredder......................+5 pts Replace one splinter rifle with:

    - dark lance or splinter cannon....+10 pts If the squad numbers 10 models or more,

    one Warrior may replace splinter riflewith:

    - blaster or shredder......................+5 pts

    If the squad numbers 10+ models, oneWarrior may replace a splinter rifle with:- dark lance or splinter cannon....+10 pts

    Replace Sybarites blade with on of thefollowing:

    - poisoned blade...........................+5 pts- agoniser....................................+20 pts

    The Sybarite may take:- haywire grenades.......................+3 pts- gruesome decorations................+4 pts- trophy rack..................................+5 pts- terrorfex....................................+10 pts- combat drugs............................+25 pts- webway portal...........................+50 pts

    Unit Options: Add up to 15 additional Warriors........................................+8 pts per model

    The entire squad may take:- soul seeker ammo.....+4 pts per model

    Dedicated Transport:May select a Raider (see DedicatedTransports for points cost).

    Raider

    BS

    4

    Front

    10

    Side

    10

    Rear

    10

    ARMOR

    Unit Composition: 1 Raider

    Unit Type: Vehicle (Fast,Skimmer, Open-topped)

    Wargear:None

    Options: May choose one of the following:

    - blaster.........................................+5 pts- shredder......................................+5 pts- splinter cannon.........................+10 pts- dark lance.................................+10 pts

    - disintegrator..............................+15 pts May choose one of the following:- slave snares..............................+10 pts- torture amp.................................+5 pts

    Take corpse adornments.................+5 pts Take harpoon lines..........................+5 pts Take horrofex...................................+5 pts Take scythes....................................+5 pts Take stabilizers................................+5 pts Take darkstar engine.....................+10 pts Take night shield............................+10 pts Take screaming jets.......................+10 pts

    Transport Capacity:Ten models

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    FAST ATTACKSEEKER JETBIKE SQUAD.................................... 105 points Page 8

    Seeker Warrior

    Seeker Sybarite

    WS

    4

    4

    BS

    4

    4

    S

    3

    3

    T

    3(4)

    3(4)

    W

    1

    1

    I

    5

    5

    A

    1

    2

    Ld

    8

    8

    Sv

    4+

    4+

    REAVER JETBIKE SQUAD.................................... 115 points Page 9

    Reaver WychReaver Succubus

    WS

    44

    BS

    44

    S

    3(4)3(4)

    T

    3(4)3(4)

    W

    11

    I

    66

    A

    23

    Ld

    88

    Sv

    5+5+

    Dark Eldar Army List 24

    Unit Composition: 1 Seeker Sybarite 4 Seeker Warriors

    Unit Type: Jetbike

    Special Rules: Slave Raiders Twisted Minds

    Wargear: Reaver jetbike Splinter shotgun Soul seeker ammo Plasma grenades

    Model Options: Replace up to two jetbikes splinter rifles

    with a splinter cannon...................+10 pts If the squad numbers 10 models, replace

    up to two jetbikes splinter rifles a splintercannon..........................................+10 pts

    The Seeker Sybarite may take:- haywire grenades.......................+3 pts- gruesome decorations................+4 pts- poisoned blade...........................+5 pts- trophy rack..................................+5 pts- terrorfex....................................+10 pts- combat drugs............................+25 pts

    Unit Options: Add up to 5 additional Seeker Warriors......+16 pts per model

    Unit Composition: 1 Reaver Succubus 4 Reaver Wyches

    Unit Type: Jetbike

    Special Rules: Slave Raiders Twisted Minds Reaver drugs

    Wargear: Reaver jetbike Splinter pistol Plasma grenades

    Model Options:

    Replace up to two Wyches splinterpistols with blasters or shredders......................................................+10 pts

    If the squad numbers 10 models, replaceone Wychs splinter pistol with a blasteror shredder....................................+10 pts

    The Reaver Succubus may choose oneof the following:

    - poisoned blade...........................+5 pts- agoniser....................................+10 pts

    The Reaver Succubus may take:- haywire grenades.......................+3 pts- gruesome decorations................+4 pts- poisoned ammo..........................+4 pts

    - goblet of spite.............................+5 pts- trophy rack..................................+5 pts- terrorfex....................................+10 pts- combat drugs............................+25 pts

    Unit Options: Add up to 5 additional Reaver Wyches......+18 pts per model

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    FAST ATTACKHELLION SQUAD...................................................... 90 points Page 10

    Hellion Wych

    Hellion Succubus

    WS

    4

    4

    BS

    4

    4

    S

    3

    3

    T

    3

    3

    W

    1

    1

    I

    6

    6

    A

    1

    2

    Ld

    8

    8

    Sv

    6+ 5+

    6+ 5+

    Dark Eldar Army List 25

    Unit Composition: 1 Hellion Succubus 4 Hellion Wyches

    Unit Type: Jump infantry

    Special Rules: Slave Raiders Twisted Minds Evasive Hellion drugs

    Wargear: Skyboard Hellglaive

    Model Options: Replace up to two Wyches hellglaiveswith shredders.................................+10 pts The Hellion Succubus may replacehellglaive with one of the following:

    - splinter pistol, poisoned blade....+5 pts- splinter pistol, agoniser.............+10 pts

    The Hellion Succubus may take:- haywire grenades.......................+3 pts- gruesome decorations................+4 pts- poisoned ammo..........................+4 pts

    - goblet of spite.............................+5 pts- trophy rack..................................+5 pts- terrorfex....................................+10 pts- net slinger.................................+15 pts- combat drugs............................+25 pts

    Unit Options: Add up to 5 additional Hellion Wyches......+16 pts per model

    The entire squad may take haywiregrenades........................+3 pts per model

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    HEAVY SUPPORTSCOURGE SQUAD.................................................... 80 points Page 11

    Scourge Warrior

    Scourge Sybarite

    WS

    4

    4

    BS

    4

    4

    S

    3

    3

    T

    3

    3

    W

    1

    1

    I

    5

    5

    A

    1

    2

    Ld

    8

    8

    Sv

    5+

    5+

    TALOS............................................................................ 100 points Page 12

    Talos

    WS

    5

    BS

    3

    S

    7

    T

    7

    W

    3

    I

    4

    A

    3+D3

    Ld

    Sv

    3+

    Dark Eldar Army List 26

    Unit Composition: 1 Scourge Sybarite 4 Scourge Warriors

    Unit Type: Jump Infantry

    Special Rules: Fleet of Foot Slave Raiders Twisted Minds

    Wargear: Splinter rifle Blade Plasma grenades Haywire grenades

    Model Options: Replace splinter rifle with:

    - splinter shotgun or pistol.........free Replace up to three splinter rifles with

    one of the following:- blaster.......................................+10 pts- splinter cannon.........................+15 pts- dark lance.................................+20 pts

    If the squad numbers 10 models, replaceup to three splinter rifles with one of thefollowing:

    - blaster.......................................+10 pts- splinter cannon.........................+15 pts- dark lance.................................+20 pts

    Replace Scourge Sybarites blade withone of the following:

    - poisoned blade...........................+5 pts- agoniser....................................+20 pts

    The Scourge Sybarite may take:- gruesome decorations................+4 pts- trophy rack..................................+5 pts- terrorfex....................................+10 pts- combat drugs............................+25 pts- webway portal...........................+50 pts

    Unit Options: Add up to 5 additional Scourge Warriors......................................+14 pts per model

    The entire squad may take:- soul seeker ammo.....+4 pts per model

    Unit Composition: 1 Talos

    Unit Type: Monstrous Creature

    Special Rules: Fearless Twisted Minds Hover

    Wargear: Talos Sting Crushing claws

    Options: May take scream channels

    ......................................................+20 pts

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    HEAVY SUPPORTRAVAGER..................................................................... 80 points Page 11

    Dark Eldar Army List 27

    Ravager

    BS

    4

    Front

    11

    Side

    11

    Rear

    10

    ARMOR

    Unit Composition: 1 Raider

    Unit Type: Vehicle (Fast,Skimmer, Open-topped)

    Wargear: 3 dark lances

    Options: Replace any dark lance with a

    disintegrator.....................................+5 pts

    Take corpse adornments.................+5 pts Take horrofex...................................+5 pts Take scythes....................................+5 pts Take torture amp.............................+5 pts Take darkstar engine.....................+10 pts Take night shield............................+10 pts Take screaming jets.......................+10 pts

    Transport Capacity:Ten models

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    SUMMARY

    Weapon Rng S AP Type

    Archangel of Pain Template Assault 1*

    Blaster 12 8 2 Assault 1 Lance

    Destructor Template 4 D6 Assault 1

    Dark lance 36 8 2 Heavy 1 Lance

    Disintegrator choose one of the modes below

    Maximal

    Sustained

    36

    24

    7

    4

    2

    3

    Heavy 1 Blast

    Heavy 3

    Hellglaive 18 3 5 Assault 3

    Net Slinger 12 Assault 1

    Large Blast*

    Paralyzer 12 X Pistol*

    Shredder 12 6 Assault 1 Blast

    Splinter pistol 12 3 5 Pistol

    Splinter cannon 24 4 5 Assault 4

    Splinter rifle 24 3 5 Assault 1

    Splinter shotgun 12 3 Assault 3

    Stinger 12 X Pistol*

    Talos Sting 24 X 5 Assault D3*

    Terrorfex 12 Assault 1 Blast*

    Xenospasm 12 3 3 Assault 1 Blast*

    WEAPON TYPES

    Archon

    Beastmaster

    Dracon

    Grotesque

    Haemonculus

    Hellion Succubus

    Hellion Wych

    Incubus

    Incubus Master

    Mandragora

    Mandrake

    Reaver Succubus

    Reaver Wych

    Scourge

    Seeker Sybarite

    Seeker Warrior

    Sybarite

    Talos

    Warrior

    Wych

    Wych Sybarite

    Wych Archite

    Wych Dracite

    WS

    6

    4

    5

    4

    4

    4

    4

    5

    5

    4

    4

    4

    4

    4

    4

    4

    4

    5

    4

    4

    4

    6

    5

    BS

    6

    4

    5

    0

    4

    4

    4

    4

    4

    0

    0

    4

    4

    4

    4

    4

    4

    3

    4

    4

    4

    6

    5

    S

    3

    3

    3

    4

    3

    3

    3

    3

    3

    3

    3

    3(4)

    3(4)

    3

    3

    3

    3

    7

    3

    3

    3

    3

    3

    T

    3

    3

    3

    3

    4

    3

    3

    3

    3

    3

    3

    3(4)

    3(4)

    3

    3(4)

    3(4)

    3

    7

    3

    3

    3

    3

    3

    W

    3

    1

    2

    1

    2

    1

    1

    1

    1

    1

    1

    1

    1

    1

    1

    1

    1

    3

    1

    1

    1

    3

    2

    I

    7

    5

    6

    4

    4

    6

    6

    5

    5

    5

    5

    6

    6

    5

    5

    5

    5

    4

    5

    6

    6

    8

    7

    A

    3

    1

    2

    2

    2

    1

    1

    1

    2

    2

    1

    2

    1

    1

    2

    1

    2

    3+D3

    1

    1

    2

    3

    2

    Ld

    9

    8

    9

    5

    8

    8

    8

    8

    8

    8

    8

    8

    8

    8

    8

    8

    8

    8

    8

    8

    9

    9

    Sv

    5+

    6+

    5+

    5+

    4+

    6+ 5+

    6+ 5+

    3+

    3+

    5+

    5+

    5+

    5+

    5+

    4+

    4+

    5+

    3+

    5+

    6+

    6+

    6+

    6+

    Page

    3

    6

    3

    6

    4

    10

    10

    5

    5

    6

    6

    9

    9

    11

    8

    8

    8

    12

    8

    7

    7

    3

    3

    TROOP TYPES

    VEHICLES

    Raider

    Ravager

    BS

    4

    4

    Front

    10

    11

    Side

    10

    11

    Rear

    10

    10

    ARMOR