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Codex: Dark Eldar The Fifth Edition Redux Dark Eldar Special Rules

Dark Eldar Units with this special rule have the Fleet of Foot, Acute Senses, and Furious Charge special rules. Fearless Reavers The skills of a Dark Eldar army usually rotate around the hunt. Units with this special rule may always charge on the turn that they disembark from a transport. In addition, units which fall back from a combat involving Fearless Reavers may be consolidated into if this is the case, the unit is immediately taken prisoner (see below) Prisoners of the Dark Eldar The Dark Eldar thrive on the slave trade. For each 10 models in a unit destroyed in combat (or consolidated into as above) or forced to move off of the board by the Dark Eldar, a single Prisoner token (e.g. a model to represent the unit, or a simple marker) is added to the Prisoner pool. For each 5 Prisoners 10 Prisoners 15 Prisoners The Dark Eldar army Gains +1 Ld Adds +1 to their Movement Rolls 2d6 for Consolidation The enemys army Has no effects applied. Loses 1 Ld Falls back 2d6-4

Dark Eldar Weaponry


Net Weaponry Weaponry with this special rule will immediately add 1 Prisoner token for each casualty dealt with them. They may only be used in Close Combat. Dark Matrix Weaponry with this special rule will gain +1 Strength for each 5 Prisoner Tokens taken by the army as a whole. Distillery Weapons with this special rule are used to help produce Combat Drugs they make us feel good. For each 5 casualties dealt by a weapon with this special rule, the bearer of the weapon will gain a Combat Drug (randomly from those in their entry).

Dark Eldar Combat Drugs


Dark Eldar Combat Drugs have a number of different effects. These are rolled for at the beginning of each Dark Eldar turn. All units with Combat Drugs are affected by the same effect, unless noted in their special rules. D6 Roll 1 Out of Drugs 2 Purple Elephants 3 Feel No Pain 4 Psycho Speed 5 Hyper Reactionary 6 Adrenaline Drug Effect The unit suffers withdrawal symptoms. No drug effects take effect this turn, and all will have a -1 modifier on all further rolls. The units all gain +1 Strength and +1 Initiative, as well as Counter Attack, for this turn. The units all gain +1 Toughness and the Feel No Pain special rule for this turn. The units will strike first in any combat they are involved in this turn. The units will all gain +2 Attacks this turn, but lose 1 Initiative. The units all go into an overdose. They gain ALL the abilities above for this turn, but all will have a -1 modifier on all further rolls

The Dark Kin Many are disgusted by the new appearance of the fallen ones. All models in an Eldar army which is battling a Dark Eldar army will gain the Preferred Enemy. However, Dark Eldar will gain +1 to hit (this is up to a maximum of 2+).

Dark Eldar Weaponry


Horrorfex 40pts Back Banner Within this lies a thousand terrors. Once per player turn, you may unleash the terrors in the fex all units (except that which the character is attached to) within 6+d6 must take a Leadership check or go to ground for the next game turn. The character then takes a psychic test if failed, the character loses a wound. Terrorfex 15pts This enhances the visage of the bearer. When a user of the Terrorfex charges an enemy unit, they must take a Pinning test if failed, they strike at Initiative 1 and may not react to the charge. Totem of Pain 15pts Back Banner This represents the suffering the bearer has caused. All enemy units with line of sight to the bearer will lose 1 Leadership. However, if the bearer is pinned then they will gain 1 Leadership, and the bearer will also take d3 Armour Saves. Shadow Field 40pts Back Banner The bearer has a 2+ Invulnerable Save. However, on the first failed save the field must be restarted the wielder loses the save until they are able to roll a 1 on 1d6 at the beginning of any player turn. Incubi Armour 30pts This gives the bearer a 3+ Armour Save as well as a 4+ Invulnerable Save and the Relentless special rule. However, the bearer (and unit he is attached to) may not pursue falling back units. Slavers Gear 10pts All of the users weapons become Net Weaponry in close combat. In addition, the bearer reduces all enemy falling back distances by d3.

Dark Eldar Weaponry


Hades Mask 30pts The bearer has the Preferred Enemy special rule. In addition, the unit he is attached with gains +1 WS each time that they win a close combat. Poisoned Chalice 15pts Once per game, the bearer may drink from this potent combination of drugs and poison. Then roll a d6 on any roll other than a 1 or 2, the drinker gains that many wounds. This may bring him above their maximum wounds on the profile. Bounty Rack 15pts Back Banner This gives the bearer +1 Strength and +1 Toughness. In addition, a single Independent Character killed in a close combat the bearer was involved in may be mounted on the rack if it was a Named Character, all enemy units within 24 lose 2 Ld, and if it was a normal Character all enemy units within 12 instead lose 1 Ld. Enhanced Drugs 10pts The bearer may choose to force a re-roll on the Combat Drugs table. However, if this is the same result as the previous attempt, then the bearer is removed immediately from play. Darkness Doll 75pts This is a Force Weapon, which also negates any psychic power used within 12 of the bearer on the d6 roll of a 3+ (as a Psychic Hood and/or Runic Weapon) Note a single Back Banner may be chosen per character.

HQ Dark Eldar Archon


Type Pts WS BS S T W I
7

OPTIONS Bodyguard
Type Pts WS BS
4 4

A
3

Ld
9

Sv
4+

S
3(4) 3

T
3 3

W
1 1

I
6 5

A
2 2

Ld
9 8

Sv
3+ 5+

Archon 80 7 5 4 3 3 Unit Type: Infantry, Independent Character

Incubi 20 5 Succubus 15 4 Unit Type: Infantry

Special Rules Dark Eldar, Fearless Reavers, Combat Drugs, Fearless Payment in Place: An army which includes an Archon may include a single unit of either Incubi, Wyches (they remain an un-scoring unit), or Hellions as a Troops Choice. If Hellions are chosen, then the Archon himself must be on a Skyboard. Wargear: All Archons are equipped with a Splinter Pistol which has Poisoned Attacks (4+) as well as a Close Combat Weapon and Haywire Grenades. Options: Archons may choose to take any equipment from the list on Page 2 of this codex. The Archon may replace his Splinter Pistol with a Shredder for no additional cost. The Archon may replace his Close Combat Weapon with a Power Weapon for +15pts, or for a Witchblade for +20pts. The Archon may choose to ride a Hellion Skyboard for +15pts. This will give him a 4+ Invulnerable Save and +1 Toughness, as well as changing his unit type to Jetbike. He may instead choose to take a Jetbike, giving him +1 Attack and +1 Toughness, as well as changing his unit type to Eldar Jetbike, for the same cost. The Archon may take a Webway Portal for +15pts. This allows a single objective to be designated as a Board Edge for the purposes of Dark Eldar deployment however, only 1 unit may use the Portal per turn. The Archon may take up to 4 models as a Bodyguard from the options on Page 3. These count as a single Independent Character altogether. If a Jetbike or Skyboard is taken, no Bodyguard may be taken.

Special Rules Dark Eldar, Fearless Reavers, Combat Drugs, Fearless (while Archon alive) Intercept Attack: If a unit of Incubi is joined by an Independent Character, the Character may not be allocated any wounds until the unit is dead, and counts as a part of the unit for the purposes of Close Combat. Parry: Incubi are skilled with their large Power Weapons. If they have a Power Weapon, Incubi may force all models within base to base contact to fight with one less attack than usual (to a minimum of 1 attack each). Wargear: Incubi bear Incubi Armour, as well as either a Power Weapon and Splinter Pistol or a pair of Lightning Claws (Equivilent). Succubae bear a Splinter Pistol, Close Combat Weapon, and Haywire Grenades Options: Any Succubus in the Bodyguard may replace their Splinter Pistol with a Doom Blaster for +5pts, Dark Lance for +10pts, or Shredder for +3pts. Any model in the bodyguard may take Poisoned Attacks (5+) for +5pts. This applies to all of their weapons, except from further upgrades.

HQ The Master of Puppets


Type Pts WS BS S T W I
6

Dark Eldar Psychic Powers


Certain models in the Dark Eldar army may take Psychic Powers. These are used as described in the Warhammer 40,000 Rulebook.
Movement Phase Powers: Cacophany: The psyker summons up the voices of those damned to the warp. All enemy units which move within 18 of the Psyker must take a leadership test at 2 if failed, they may not make any actions in their player turn. Dark Prism: The damned protect the psykers bodyguard. For this turn, all units within 6 of the Psyker treat their save as Invulnerable. Power of Darkness: Grace and timing is granted by others loss. The psyker and his unit may immediately move d6+2 inches forward then remove d3 models from the unit. Shooting Phase Powers: Abomination: A warp formed abomination springs into existence for moments. The psyker and his unit count their weaponry as Pinning as well as Rending for this turn. Bonds of the Captor: One cannot escape shackles of the mind. Select a single enemy unit within line of sight this unit takes 2d6 Strength 5 AP 4 hits, which cause instant death. For each 2 models killed by this effect, add a single Prisoner Token. Assault Phase Powers: Majesty of Form: The psyker alters the biology of his bodyguard. The psyker and the unit he is attached to may CHOOSE their drug effect this tun. Rampage: Insanity lends greatest strength. The psyker gains +d6 attacks this turn. For each hit scored, the psyker may roll another Roll to Hit. This continues until no more hits are rolled.

A
2

Ld
10

Sv
4+

Archon 140 5 5 3 3 3 Unit Type: Infantry, Independent Character

Special Rules Dark Eldar, Fearless Reavers, Combat Drugs, Psyker Psychic Abilities: The Master of Puppets may select two psychic abilities from the list to the right before the game starts but after deployment has ended this is for no additional points cost. He may use up to 1 power per turn. Minor Psychic Powers: A number of powers to the left are listed as Minor Psychic Powers. These do not count to the limit of powers which may be used per game turn, however they must be purchased as a part of your army list and will cost X per choice. Mental Break: The Master of Puppets suffers from Perils of the Warp on any double, not just a double 1 or double 6. However, if his Invulnerable Save is passed you do not have to re-roll it. Wargear: All Archons are equipped with a Splinter Pistol which has Poisoned Attacks (4+) as well as a Darkness Doll (included in cost) Options: The Master may choose to take a Jetbike, giving him +1 Attack and +1 Toughness, as well as changing his unit type to Eldar Jetbike, for the same cost. The Master may take a Webway Portal for +15pts. This allows a single objective to be designated as a Board Edge for the purposes of Dark Eldar deployment however, only 1 unit may use the Portal per turn. The Master may take up to 4 models as a Bodyguard from the options on Page 3. These count as a single Independent Character altogether. If a Jetbike or Skyboard is taken, no Bodyguard may be taken.

Elites Dark Eldar Incubi


Type Pts WS BS S T W I
6 6

Elites Dark Eldar Grotesques


Type Pts Haemonculus 50 WS 5 BS 3 S 3 T 4 W 2
1

A
2 2

Ld
9 9

Sv
3+ 3+

Blademaster 30 5 4 3(4) 3 2 Incubi 20 5 4 3(4) 3 1 Unit Type: Infantry. 5-10 models, 0-1 Blademaster

I 5
4+d3

A 2
2

Ld 8
10

Sv 5+
4+

Grotesque 13 6 3 3 4 Unit Type: Infantry. 9-19 models, 1 Grotesque

Special Rules Dark Eldar, Fearless Reavers, Combat Drugs, Stubborn Intercept Attack: If a unit of Incubi is joined by an Independent Character, the Character may not be allocated any wounds until the unit is dead, and counts as a part of the unit for the purposes of Close Combat. Parry: Incubi are skilled with their large Power Weapons. If they have a Power Weapon, Incubi may force all models within base to base contact to fight with one less attack than usual (to a minimum of 1 attack each). Wargear: Incubi bear Incubi Armour, as well as either a Power Weapon and Splinter Pistol or a pair of Lightning Claws (Equivilent). Succubae bear a Splinter Pistol, Close Combat Weapon, and Haywire Grenades Options: The Blademaster may choose to take up to 1 piece of equipment from Page 2. Up to 1 Incubi for each 5 models in the unit may exchange their Splinter Pistol for one of the following weapons below: Doom Blaster +5pts Splinter Cannon +5pts Dark Lance +10pts

Special Rules Dark Eldar, Fearless Reavers, Combat Drugs, Fearless, Relentless, 4+ Cover Save Mindless Abominations: If the Haemonculus of the squad is killed, the entire unit gains the Rage and Counter Attack special rules. House of Monsters: All units within 6 of a Grotesque squad have a +1 to their Cover Save (a basic of 5+). If Shooting passes through a squad of Grotesques, half of that shooting will be applied to the Grotesques rather than the original target. Feel No Pain: Grotesques only suffer Instant Death against Force Weapons. In addition, they have the Feel No Pain special rule against ANY shooting (including that which would ignore their saves) Wargear: The Haemonculus is equipped with a Bio Laser and Power Weapon. All Grotesques are equipped with normal Close Combat Weapons. Options: The Haemonculus may take Beast Prods for +15pts these allow the unit to reroll the distance that they Run in the shooting phase.

Troops Dark Eldar Warriors


Type Pts WS BS S T W I
5 4

Troops Warp Beast Hunting Pack


Type Pts Haemonculus 50 WS 5 BS 3 S 3 T 4 W 2 I 5 A 2 Ld 8 Sv 5+
6+ Warp Beast 7 3 0 4 4 1 D6 2 10 Unit Type: Infantry (Beasts while Warp Beasts are alive). 9-19 models, 1 Grotesque

A
2 1

Ld
8 7

Sv
5+ 5+

Succubus 15 4 4 3 3 1 Warrior 7 4 4 3 3 1 Unit Type: Infantry. 4-19 Warriors, 1 Succubus

Special Rules Dark Eldar, Fearless Reavers, Combat Drugs Raiding Party: Dark Eldar Warriors which are mounted in a Raider may choose to either Outflank or Deep Strike. Wargear: Dark Eldar Warriors are equipped with a Splinter Rifle and Splinter Pistol, as well as Haywire Grenades. The Succubus may exchange their Splinter Rifle for a Close Combat Weapon at no extra cost. Options: For each 5 models in the unit, 1 Warrior may exchange their Rifle for one of the following weapons: Splinter Cannon +5pts Doom Blaster +10pts Dark Lance +15pts The entire unit may be equipped with Frag Grenades for +2pts per model The Succubus may exchange their Close Combat Weapon for a Power Weapon for +10pts. The Succubus may take a Hades Mask or Trophy Rack for the usual cost Dark Eldar Warriors which are mounted in a Raider may be counted as a Fast Attack choice they remain Scoring Units

Special Rules Dark Eldar, Fearless Reavers, Combat Drugs, Fearless, Relentless, 6+ Cover Save Mindless Abominations: If the Haemonculus of the squad is killed, the entire unit gains the Rage and Counter Attack special rules. Warp Howl: On any turn that a Hunting Pack charges, they will count as Initiative 10. They also gain +2 Attacks for the charge instead of +1. Wargear: The Haemonculus is equipped with a Bio Laser and Power Weapon. All Warp Beasts simply have basic Close Combat Weapons. Options: The Haemonculus may take Beast Prods for +15pts these allow the unit to reroll the distance that they Run in the shooting phase.

Fast Attack Dark Eldar Hellion Skyboarders


Type Pts WS BS S T W
2 1

Fast Attack Wych Reckoning Jetbikes


Type Pts Bikelord 33 Jetbiker
23

I
6 5

A
2 2

Ld
9 8

Sv
5+ 5+

Skylord 33 5 4 3 3(4) Hellion 23 4 4 3 3(4) Unit Type: Jetbike. 4-9 Hellions. 1 Skylord

WS 5
4

BS 4
4

S 3
3

T W 3(4) 2
3(4) 1

I
10d6 10d6

A 3
2

Ld 9
8

Sv 5+
5+

Special Rules Dark Eldar, Fearless Reavers, Combat Drugs, Stubborn, 4+ Invulnerable Save, Intercept Attack, Parry Swooping Slice: Whenever a unit of Raptors charges, the reacting unit will not gain the benefit of cover or Counter Attack. They also gain +2 attacks on the charge. Exposed: Hellion Skyboards which choose to Turbo Boost will count as having a 4+ Armour Save, not a Cover Save. Wargear: Hellions are each equipped with a Power Weapon and a Twin Linked Splinter Rifle (located in the board). The Skylord has a Close Combat Weapon as well. Options: For each 5 models in the unit, 1 Hellion may exchange their Rifle for one of the following weapons: Splinter Cannon +5pts Doom Blaster +10pts Dark Lance +15pts

Unit Type: Jetbike. 4-9 Jetbikes, 1 Bikelord Special Rules Dark Eldar, Fearless Reavers, Combat Drugs, Fearless, 6+ Cover Save Drug Overload: All rolls on the Combat Drugs table are modified by 1 for the purposes of their effects on a unit of Reckoning Jetbikes Crash and Burn: If a Jetbike is destroyed in close combat, all models in base to base contact to that bike will take a Strength 2 hit (this counts towards combat resolution) Wargear: All Jetbikes are equipped with a Twin Linked Splinter Rifle and Close Combat Weapon. The Bikelord also has Haywire Grenades Options: For each 5 models in the unit, 1 Hellion may exchange their Rifle for one of the following weapons: Splinter Cannon +5pts Doom Blaster +10pts Dark Lance +15pts

Fast Attack Dark Eldar Sky Scourges


Type Pts WS BS S T W I A
2 2

Heavy Support Dark Eldar Talos


Type Pts WS BS S Talos Sly 80 3 3 10 Talos Khaine 80 3 3 8(10) Unit Type: Vehicle, Fast, Walker Unit Size: 1-3 Talos of the same type Front 12 13 Side 12 13 Rear 12 13 A D6 2D6

Ld
9 9

Sv
4+ 4+

Firelord 40 4 5 3(4) 3 2 5 Scourge 30 4 5 3(4) 3 1 4 Unit Type: Jet Infantry. 5-10 Scourges, 0-1 Firelord

Special Rules Dark Eldar, Fearless Reavers, Combat Drugs, Stubborn, Swooping Slice Concentrated Barrage: The weaponry carried by Sky Scourges counts as Pinning, and has the Poisoned Attacks (3+) special rule. Heavy Bombardment: Sky Scourges may fire their weaponry at units in close combat if this is the case, then randomly decide which unit will be affected for each individual shot. If any casualties are caused, they will count towards Combat Resolution during the Assault Phase. Wargear: All Scourges are equipped with a Splinter Cannon and Jet Packs. Options: Any Scourge may choose to exchange their Splinter Cannon for one of the following weapons: Heavy Shredder +5pts Doom Blaster +5pts Terrorfex Missiles +10pts Dark Lance +10pts Splinter Launcher +10pts Talos Stinger +15pts Horrorfex Missiles +15pts

Special Rules Fleet, Net Weaponry Indiscriminate Firepower: The Talos will always fire at the closest enemy unit within line of sight. However, any friendly unit you pass through in trying to fire at this target will take a Strength 4 hit. Units which are in close combat do not count as in Line of Sight, and take no additional hits from this. Towering Monstrosity: Each turn, a Prisoner Token may be spent on a Talos. If this is done, the Talos forces a Morale Check against any unit that they charge if failed, the target unit only gets 1 attack per model in combat this turn. Prisoner Engine: If any unit is captured and converted to a Prisoner Token during a combat involving at least one Talos, DOUBLE the Tokens you receive. Wargear: All Talos are armed with a pair of Dreadnought Close Combat Weapons (no bonus attacks). The Talos Sly has a Talos Sting, while the Talos Khaine bears a Talos Launcher

Heavy Support Khaine Scorpion


Type Pts WS BS Khaine Scorpion 350 4 3 Unit Type: Vehicle, Fast, Walker S 8(10) Front 14 Side 14 Rear 13 A D6+3

Heavy Support Dark Eldar Slicer


Type Pts WS BS S Front Side Rear A Slicer 110 4 5 9(10) 13 13 11 1(2) Unit Type: Vehicle, Fast, Walker Note: 1-3 Slicers may be purchased for each Heavy Support choice. These are deployed as one choice, but may otherwise act independently during the game. Special Rules Fleet, Tank Hunters Endless Flurry of Blades: The Slicer gains +1 Attack for each model in base contact with it. These use the basic Strength of 9, but still count as Power Weapon attacks. Fuelled by Pain: If you have 5 or more Prisoner Tokens in your pool, you may spend them in order to fuel the Slicer. For the rest of the game, the Slicer charges as a beast, rolls 2d6 (pick Highest) for Fleet, and has a basic profile of 3 attacks. Engine of War: For +40pts, the Slicer may be taken as a Troops Choice. These will however lose the Fuelled by Pain special rule. Wargear: Slicers bear two Dreadnought Close Combat Weapons (bonuses in brackets), as well as a Heavy Despoiler Cannon. Options: The Slicer may upgrade their Heavy Despoiler Cannon to an additional pair of Dreadnought Close Combat Weapons for +10pts this gives the model an additional 2 attacks. The Slicer may have Frag Grenade Launchers for +10pts this means that the Slicer have Frag Grenades whenever they charge.

Special Rules Fleet (2d6), Net Weaponry, Indiscriminate Bombardment, Prisoner Engine Towering Monstrosity: Costs 3 Tokens instead of 1 Essence of Khaine: All Dark Eldar units within line of sight of the Khaine Scorpion will gain Preferred Enemy and +1 Strength. Harpoon Launcher: Any unit dealt a wound by the Harpoon Launcher will be pulled 2d6 towards the Khaine Scorpion Heavy Bore Net: Any unit dealt a wound by the Khaine Scorpion will be Pinned immediately (even if Fearless) and loses the Counter Attack and Stubborn special rules. If they are killed in the Assault Phase following this weapon being fired, generate 1+d3 Tokens instead of just 1. Wargear: The Khaine Scorpion is equipped with four Dreadnought Close Combat Weapons included in profile as well as a Harpoon Launcher (counts as Dark Lance) and two Splinter Cannons. Either the Launcher or Cannons may be fired in one turn not both. Options: For each 5 models in the unit, 1 Hellion may exchange their Rifle for one of the following weapons: Splinter Cannon +5pts Doom Blaster +10pts Dark Lance +15pts

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