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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
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+).
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+
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.
A
2
Ld
10
Sv
4+
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.
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+
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.
A
2 1
Ld
8 7
Sv
5+ 5+
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.
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
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
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