codex_ dark eldar 5th edition

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BLACKSILVER RY Codex: Dark Eldar Beta review 2 Eero Salonen 8.3.2009 Contain rules for Dark Eldar army to Warhammer 40.000 5th edition

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Page 1: Codex_ Dark Eldar 5th Edition

BLACKSILVER RY

Codex: Dark Eldar

Beta review 2

Eero Salonen

8.3.2009

Contain rules for Dark Eldar army to Warhammer 40.000 5th edition

Page 2: Codex_ Dark Eldar 5th Edition

2

Forces of Dark Eldar: Dark Eldar special rules:

Army wide special rules:

Sneak detachment:

Story: Even if it looks that you have chased dark eldar in corner truth may be that you have just step in

their trap.

Rules:

Dark eldar army can include sneak detachment (see force organization)

Sneak detachment: comes play like reserve units, except whole detachment comes same time.

Backstab:

Story: Dark eldar are power hungry race, so even they have get their enemy in perfect trap they may

ditch their fellow dark eldar to get more power.

Rules:

Sneak detachment don't automatically comes play in turn five, but you roll reserve roll and detachment

doesn’t come to play if you roll 1, then roll backstab table:

Backstab table

1-2: Betrayal: Detachment leader is ditch you to fight alone with your enemy

3-4: Political deception: Only one of sneak detachment units comes in play.

4-6: 'Delayed': Sneak detachment comes to play on turn 6. (this is same as Betrayal if game length is

only 5 turns)

Slave raid:

Story: Most often dark eldar fight to get more slaves to entertain them and be sacrifices in their blood

rituals.

Rules: Instead using normal victory conditions. Dark eldar player may declare start of game that he/she is

come to get some slaves. Then Dark eldar player gets one victory per 10 prisoners or per one captured unit.

Unit special rules:

Independent Character: See characters section in Warhammer 40k rulebook

Fleet of Foot, Hit & Run, Fearless, Move Trough Cover and Feel No Pain: All this rules are detailed in

Universal Special Rules in Warhammer 40k rulebook

Retinue: Characters with this ability can take retinue, which make character a upgrade for retinue unit

and character losses his/her independent character rule.

Sole Leader: Archons and Archites are jealous their position and take any rivalry to their power. So in one

dark eldar detachment can have only one character with sole leader special rule

Dodge: Unit have 4+ invulnerable save in close combat

Slaver: Every model that is killed by this unit counts as prisoner.

Page 3: Codex_ Dark Eldar 5th Edition

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Kabal:

Archon Story:

Name WS BS S T W I A Ld Save

Archon 6 6 3 3 3 7 3 9 5+

Special rules:

Sole Leader, Retinue, Fleet of Foot, Independent Character

Leader of Kabal:

Story:

When new Archon rises to lead Kabal, dark eldar keep blood rite where they sacrifice hundreds even

thousands of slaves. This rites meaning is to create psychic link between Archon and his/her subjects.

Through this link Archon can make his/her subjects fear him/her more than anything or trust him/her

more than anything

Rules:

Dark Eldar in within 6" of Archon of have fearless special rule.

Wargear:

Shadow field:

Story:

Shadow fields are portable version of dark eldar vehicles night shields. This are superior to hide man size

creatures in shadows of battle field.

Rules:

Shadow field makes it bearer nearly invisible, he/she looks like mirage or shadow of sturcture or tree etc.

So all who want shoot it's bearer must roll 2d6x2" to see him/her. If night fight rule is in use, then only

2d6".

Drachon Story:

Name WS BS S T W I A Ld Save

Drachon 5 5 3 3 3 7 2 9 5+

Special rules:

Retinue, Independent Character

Page 4: Codex_ Dark Eldar 5th Edition

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Asdrubael Vect Story:

Name WS BS S Armor I A

Asdrubael Vect 6 6 4 F 14/11 S 14/11 R 14/10 7 5

Special rules:

Sole leader, Leader of Kabal

Supreme lord of Kabal of the Black Heart: As leader of largest Kabal of Commorragh Asdrubael get

respects from of other Kabal leaders of Commorragh. There is no Archon, Archite or Haemonculus who

would dare to cross with Asdrubael. So player with Asdrubael can add or subtract one from sneak

detachment roll, sneak detachment comes in play automatically in start of 5th turn, there is no possibly for

backstab. Player with Asdrubael can choose but his main detachment as sneak detachment, but then

backstab is a possibility, although Asdrubael can re-roll this roll if he wants.

Wargear:

Dais of Destruction:

Asdrubael rides upon a Ravager that has been heavily modified to create a suitably ornate form of

transportation for such an important personage. Asdrubael, Dais and bodyguard have all been given a

single profile that reflects their overall combat ability. Opponents may not target individual 'bits' of Dais,

but by the same token Asdrubael and his bodyguard cannot dismount. As long you think of Asdrubael, the

Dais and the rest of his entourage as a special type of Ravager you won't go far wrong!.

The Following rules for Asdrubael, the Dais and his bodyguard apply:

Energy Field: The Dais is protected by a unique energy field rather than night shield. This shield gives it an

armor value of 14 in all directions against shooting attacks. Thanks for dark eldar insight of lance weapons

energy field gives against them armor value 13 rather than 12. Close combat attacks are made against the

Dais' ordinary armor values of 11 to the front and sides, and 10 to the rear.

Firepower: The Dais has two disintegrators and a dark lance. In addition, Asdrubael and his two bodyguards

are armed with splinter pistols and they shoot same manner as models mounted on an open-topped

skimmer. All weapons have a BS of 6.

Close Combat: If Dais moved 12" or less in the movement phase, it may make an assault move of up to 6"

of an enemy model. The Dais fights in close combat same way as a walker, using characteristics given in the

above profile, although in this case the attacks represent the attacks made by Asdrubael and his

bodyguard. Extra attacks for models equipped with two close combat weapons are included in the profile

and should not be taken again. Asdrubael and his bodyguard are armed with power weapons. Note

because Asdrubael and the Dais are treated as vehicle they will never fall back, even if defeated in close

combat.

Page 5: Codex_ Dark Eldar 5th Edition

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Kruellagh the Vile, Archon of the Emasculators Story:

Name WS BS S T W I A Ld Save

Kruellagh 6 6 3 3 3 7 4 9 5+

Special rules:

Sole Leader, Leader of Kabal, Independent Character, Retinue

Death's Dance: Kruellagh may use her extra attack given by soul flyer same turn she gets them, but -2 to

iniative. Example Kruellagh make two unsaved wounds, she gets two extra attack on this turn this attacks

iniative is only 5, and if Kruellagh made with this attack unsaved wound it's iniative would be 3 and etc. If

Kruellagh make unsaved wounds attacks with iniative 1, then she doesn’t get any more attacks this turn.

Wargear:

Soul Flayer: Kruellagh is armed with a unique weapon called the Soul Flayer. From her hands extend two

lethal spikes that can be used to impale a victim and extract their vital juices. The Soul Flayer counts as two

set of poisoned blades so Kruellagh receives a +1 attack bonus and wounds on 2+. Any unsaved wound

made by in close combat by Kruellagh, gives her +1 attack end of her next assault phase.

Damnation Grenades: Kruellagh can use her terrorfex as grenade launcher for hers Damnation grenades.

When used to fire Damnation grenades terrorfex profile change following:

Range: 6" Strength: 4 AP: 3 Assault 1 Blast

Drazhar, Master of Blades Story:

Name WS BS S T W I A Ld Save

Drazhar 6 4 3 3 3 6 2(3) 9 3+

Special rules:

Bodyguard: Drazhar may take any wound which normally should divide to Archon or Drachon which

retinue Drazhar is. So if you have unit of six (including Drazhar and Dark Eldar lord) and it takes 7 wounds,

you can distribute wounds so, that all incubi’s take one wound except one take two and Drazhar take two

and dark eldar lord take none.

Wargear:

Disembowller blades: Drazhar is armed with a unique pair of weapons called Disembowller Blades. These

are treated as a power weapon that causes 2 wounds for each hit inflicted.

Page 6: Codex_ Dark Eldar 5th Edition

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Decapitor, Mandrake champion

Story:

Name WS BS S T W I A Ld Save

Decapitator 5(6) 5 3 3 2 6 2(4) 9 5+

Special rules:

Independent Character

Shadow-skinned: see Mandrakes

Master Infiltrator: Decapitator is a supreme master at infiltrating an enemy army. Do not deploy him using

normal rules, even if in scenarios that don't normally allow infiltration to be used. Instead dark eldar player

can deploy Decapitator on any of his/hers own turns, but at in the turn three in anywhere on table but least

1" away from nearest enemy model. Decapitator may shoot and assault this turn.

Wargear:

Decapitator:

This is the weapon that has given Decapitor his name. it counts as power weapon, but if Decapitor rolls a 6

on any his hit rolls then that hit is counted as being at double strength.

Additional Limbs:

Two additional arms have been grafted onto Decapitator's body; these add +2 to his attacks and +1 to his

weapon skill.

Incubi Story:

Name WS BS S T W I A Ld Save

Incubi 5 4 3 3 1 5 1 8 3+

Incubi Master 5 4 3 3 1 6 2 8 3+

Special rules:

Slavers

Wargear:

Punisher:

The punisher is a two-handed power weapon. It adds +1 to the users strength.

Tormentor helm:

Count as splinter pistol and gives +1 attack in close combat.

Warriors

Story:

Name WS BS S T W I A Ld Save

Warrior 4 4 3 3 1 5 1 8 5+

Sybarite 4 5 3 3 1 6 2 8 5+

Special rules:

Slavers, Fleet of Foot

Page 7: Codex_ Dark Eldar 5th Edition

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Mandrakes

Story:

Name WS BS S T W I A Ld Save

Mandrake 4 4 3 3 1 5 1 8 5+

Special rules:

Shadow-skinned:

The special chameleon-like qualities of the Mandrakes allow them to blend into the background, even

when standing in open terrain. Mandrakes always count as being in cover, giving them a 5+ cover save. This

counts in an assault as well, so unless the attackers are armed with frag grenades, the Mandrakes will

always strike firs. If they are cover they gain a +2 bonus to the normal cover save.

Hidden Deployment:

Deploy as normal infiltrator unit, even if scenario don't allow infiltrators. Mandrakes can't be shoot or

assaulted before they move or shoot, but if they are not moved or haven shoot anybody when turn four

start they are counted as they have do so. So enemy can shoot and assault them freely.

Harlequins

Story:

Name WS BS S T W I A Ld Save

Harlequin 5 4 3 3 1 6 2 9 5+

Shadowseer 5 4 3 3 1 6 2 9 5+

Death Jester 5 4 3 3 1 6 2 9 5+

Troupe Master 5 4 3 3 1 6 3 10 5+

Special rules:

Fleet of Foot

Dance of Death: Harlequins have furious assault and hit & run special rules

Wargear:

Flip belt: Harlequins ignore difficult terrain

Holo Suit: Harlequins have 5+ inv. save.

Harlequin kiss: Close combat weapon, with rending special rule

Fusion pistol: Range: 6" S:8 AP: 1 pistol, melta

Shadowseer:

Story:

Hallucinogen grenades: Entire squad counts as armed plasma grenades

Veil of Darkness: If enemy wishes shoot harlequin unit, they must roll 2d6x2 their spotting distance in

inches

Death Jester: Story:

Shrieker cannon: Range: 24" S:6 AP:5 assault 3, pinning

Scourges

Story:

Name WS BS S T W I A Ld Save

Scourge 4 4 3 3 1 5 1 8 5+

Sybarite 4 5 3 3 1 5 2 8 5+

Wargear:

Scourge wings: Count as jump packs

Page 8: Codex_ Dark Eldar 5th Edition

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Ravager

Story:

Name BS Armor

Ravager 4 F 11 S 11 R 10

Type: Tank, Skimmer, Fast, Open-topped

Cult:

Archite

Story:

Name WS BS S T W I A Ld Save

Archite 6 6 3 3 3 8 3 9 6+

Special rules:

Sole leader, fleet of foot, independent character, retinue, dodge

Cult Leader:

Story: When new Archite rises to lead cult, dark eldar keep blood rite where they sacrifice hundreds even thousands of

slaves. This rites meaning is to create psychic link between Archite and his/her subjects.

Rules: All Wych units within 6" of Archite get one drug efect more without any drawbacks.

Wargear:

Shadow field: see Archon

Wych weapons: see Wyches

Gladiator weapon: see Wyches

Drachite

Story:

Name WS BS S T W I A Ld Save

Drachite 5 5 3 3 2 7 2 9 6+

Special rules:

Fleet of foot, independent character, retinue, dodge

Wargear:

Wych weapons: see Wyches

Gladiator weapon: see Wyches

Lelith Hesperax Story:

Name WS BS S T W I A Ld Save

Lelith Hesperax 7 6 3 3 3 8 3 9 6+

Special rules:

Sole leader, fleet of foot, independent character, retinue, dodge

Cult Leader: See Archite

Wargear:

Shadow field: see Archon

Wych weapons: see Wyches

Agiel:

Story:

The Agiel is most perfectly crafted gladiator weapon covered with most deadly poisons of Haemonculus

and it is surrounded by distortion field with make it penetrating nearly any armor like they were paper.

Rules:

Page 9: Codex_ Dark Eldar 5th Edition

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Agiel always wounds on a roll 2+, and a roll to wound of 6 inflicts instant death on victim (regardless of

toughness value). Against targets with armor value, The Agiel always inflicts penetrating hit on roll 5+. No

armor saves allowed against the Agiel.

Wyches

Story:

Name WS BS S T W I A Ld Save

Wych 4 4 3 3 1 6 1 8 6+

Succubus 5 4 3 3 1 6 2 8 6+

Special rules:

Dodge, fleet of foot

Wargear:

Gladiator weapon:

Story:

Rules:

If bearer rolls a 6 on any of his/hers hit rolls then that hit is counted as being at double Strength.

Wych weapons:

Rules:

• No member of a unit fighting the Wyches in close combat counts as being equipped with additional

close combat weapon/weapons.

• All enemies with unmodified strength below double of Wyches strength halve their WS

characteristic (rounding up) for attacks made against the Wyches. Models with higher strength are

unaffected.

• If Wyches are in cover they count having defensive grenades.

Warp beast

Story:

Name WS BS S T W I A Ld Save

Warp beast 4 4 4 3 1 5 3 8 6+

Beastmaster 5 4 3 3 1 6 2 8 6+

Special rules:

Warp beast:

Story:

Rules:

Have fleet of foot special rule

If Beastmaster dies Warp Beast unit automatically fall back and cannot regroup

Have Move trough cover special rule

Succubuses

Story:

Name WS BS S T W I A Ld Save

Succubus 5 4 3 3 1 6 2 8 6+

Special rules:

Dodge, fleet of foot

Wargear:

Gladiator weapon: see Wyches

Wych weapons: see Wyches

Page 10: Codex_ Dark Eldar 5th Edition

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Hellions

Story:

Name WS BS S T W I A Ld Save

Hellion 4 4 3 3 1 6 1 8 4+

Hellion succubus 5 4 3 3 1 6 2 8 4+

Special rules:

Hit & run

Wargear:

Hellion skyboard:

Story:

Rules:

If rider moves last turn he/she counts having 5+ invulnerable save.

Rider counts as jump infantry

Hellglaive:

Story:

Rules:

Gives +1 strength in first combat round

Counts as splinter rifle, but have range 12" and assault 2

Reaver jetbikes Story:

Name WS BS S T W I A Ld Save

Reaver 4 4 3(4) 3(4) 1 6 1 8 4+

Reaver Succubus 5 4 3(4) 3(4) 1 6 2 8 4+

Special rules:

Kamikaze:

If squad move over 12" they can still assault 6", if they do so unit must take dangerous terrain test (if they

such thing already they take test twice) and they can't take any saving rolls against those wounds and in

close combat they have +2 S instead +1 S from bike.

Wargear:

Haemonculus

Master Haemonculus

Story:

Name WS BS S T W I A Ld Save

Master Haemonculus 4 4 3 3 2 4 2 9 5+

Special rules:

Master Haemonculus:

Story:

Rules:

Before rolling wounds, Master Haemonculus can take Ld ship test if he/she succes all hits automatically

wounds, if he/she fails subract one from wounding results.

Wargear:

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Haemonculus Story:

Name WS BS S T W I A Ld Save

Haemonculus 4 4 3 3 2 4 2 8 5+

Urien Rakarth

Story:

Name WS BS S T W I A Ld Save

Urien Rakarth 4 4 3 3 2 4 2 9 5+

Special rules:

Retinue

Leader of Haemonculus:

Story:

Rules:

All hits made by Urien Rakarth always wounds.

Uber Grotesque

Story:

Name WS BS S T W I A Ld Save

Uber Grotesque 5 0 4 4 2 4 3 6 -

Special rules:

Immunity to pain: see Grotesque

Grotesques

Story:

Name WS BS S T W I A Ld Save

Grotesque 4 0 4 3 2 4 2 5 -

Special rules:

Immunity to pain:

Story:

Rules:

Ignore wounds from shooting attacks which S is under double their T. In close combat they have Feel no

pain special rule.

Stupid:

Story:

Rules:

If not companied by Individual character they must pass ld check in order to muve in the movement phase.

They assault normal.

Terrifying Opponent:

Story:

Rules:

Any opponents beaten by them in close combat automatically falls back

Page 12: Codex_ Dark Eldar 5th Edition

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Talos

Story:

Name WS BS S T W I A Ld Save

Talos 5 3 7 7 3 4 D6 - 3+

Special rules:

Fearless, Monstrous Creature

Wildfire:

Story:

Rules:

When Talos shoots don't choose target, but roll hits and then allocate first hit so that first hits scored to

nearest enemy model to the Talos, the second hit to second closest, and so on until all the hits (if there are

any) have been used up. Once all possible models in range and Talos line of sight have been hit once each,

any further hits are wasted. Hits made by Talos cannot be allocated to another member of the unit.

Skimmer:

Story:

Rules:

The Talos can move over difficult or impassable terrain without any penalty. However if it starts or finished

its move in such terrain it will suffer a wound with no save on a D6 roll of 1

Wargear:

Talos Sting:

Story:

Rules:

Range 24" Strength 4 AP 5 Assault 6 Pinning

Prison ship squadron

Story:

Name BS Armor

Raider 4 F 10 S10 R 10

Name WS BS S T W I A Ld Save

Slaver 4 4 3 3 1 5 1 8 -

Special rules:

Never leave ship:

Story:

Rules:

Unit is embarked in raider beginning of game and can only disembark if raider, if it wrecked/destroy.

Superior slavers:

Story:

Rules:

If squad make slave snare attack against falling back unit, units is destroyed and all models in it counts as

prisoners.

Page 13: Codex_ Dark Eldar 5th Edition

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Wargear:

Ranged Weapons:

Blaster:

Story:

Rules:

Range Strength AP Type

12” 8 2 Assault 1 lance

Dark lance:

Story:

Rules:

Range Strength AP Type

36” 8 2 Assault 1 lance

Destructor:

Story:

Rules:

Range Strength AP Type

Template 4 D6 Assault 1

Disintegrator:

Story:

Rules:

Range Strength AP Type

max 36” 7 2 Heavy 1 blast

sustain 24” 4 3 Heavy 4

Shedder:

Story:

Rules:

Range Strength AP Type

12” 6 - Assault 1 blast

Splinter cannon:

Story:

Rules:

Range Strength AP Type

24” 4 5 Assault 4 rending

Splinter rifle:

Story:

Rules:

Range Strength AP Type

24” 3 5 Assault 1 rending

Page 14: Codex_ Dark Eldar 5th Edition

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Splinter pistol:

Story:

Rules:

Range Strength AP Type

12” 3 5 Pistol rending

Stinger:

Story:

Rules:

Range Strength AP Type

12” 6 5 Blast rending

Terrorfex:

Story:

Rules:

Target unit take pinning test ld -1/hit

Range Strength AP Type

12” X - Assault 1 blast

Arch angel of pain:

Story:

Rules:

range: template, str: x, ap: x, assault 1, once in battle, target unit must take pinning test with ld -2 for

every hit

Xenospam: range:

Story:

Rules:

12", str: 3, ap: 3, assault 1, blast, terrorfex

Close combat Weapons:

Agonaiser:

Story:

Rules:

Power weapon, poison (4+)

Punisher:

Story:

Rules:

Power weapon, +1 user str., two-handed

Scissorhand:

Story:

Rules:

Poison (2+), +1 attack

Wargear:

Soul seekers:

Story:

Rules:

Splinter weapons, re-roll, no cover saves

Page 15: Codex_ Dark Eldar 5th Edition

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Combat drugs:

Story:

Rules:

Drugs effect whole squad at same time and squad uses always same effect combination

Start of own turn squad can choose any number of effects. Roll 1d6 per chosen effect. If a double is rolled

unit suffers one wound (no saves of any kind), if triple is rolled unit suffers d6 wound, if quad is rolled all

models in squad take one wound. If five of a kind is rolled whole squad is killed outright. If unit have

multiple drugs it can take effect of all those tables. If unit is under three or more effects it suffer side effect

from each drug what it is taken. Chosen effects last start of next own turn

Types:

Assault drugs:

A) +1 A

B) Iniative 10

C) +1 WS

D) +1 S

Side effect: rage

Speed drug:

A) May assault 12"

B) May move 12"

C) +1 A

D) Iniative 10

Side effect: All terrain is dangerous

Focusing drugs:

A) Can shoot 6" farer (with any weapon execpt template)

B) +1 shot

C) BS + 1

D) May re-roll misses

Side effect: WS drops to 0

Defensive drugs:

A) +1 T

B) Fell no pain

C) +1 As

D) +1 WS

Side effect: Slow and purposeful

Hell mask:

Story:

Rules:

One enemy model in same close combat close with bearer lose one attack. Bearers player can choose who.

Gruesome talisman:

Story:

Rules:

When calculate combat result, roll d6 if result is 4+, add one to wounds what your enemy is suffered

Page 16: Codex_ Dark Eldar 5th Edition

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Tormentor helm:

Story:

Rules:

Counts splinter pistol, and can use even if bearer has two weapons or two-handed weapon.

Vehicle upgrades:

Horrorfex: Range 18" terrorfex

Night Shield: Enemy must roll test to see ship 2d6x3, in night fight 2d6x2

Screaming jets: Ship can deep strike, passenger count as embarked this turn

Slave snares: all non-dark eldar units in vehicle path take d6 S4 hit. Each kill counts as slave capture.

Haemonculus only:

Torture amp: Vehicle can make tank shock even if it is not a tank

Wych only:

Scaling nets: Wyches/Succubus’s/Archites/Drachites can embark and disembark same turn and they can do that in

middle of vehicles movement. Vehicle is easier to hit. 0-6" auto hit, 6-24" 4+ hit.

Kabal only:

Trophy tracks: All enemies within 6" of vehicle must subtract one from their leadership.

If vehicle causes pinning test to enemy unit it take that -1 ld and -2 ld if they are within 6" of vehicle.

Page 17: Codex_ Dark Eldar 5th Edition

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Dark Eldar Army list

Force organization Dark Eldar army may include normal detachments so much as mission allow and one sneak detachment.

Each detachment can only take units only from one list (Kabal, Cult or Haemonculus)

Kabal:

Standard mission:

Compulsory:

1 HQ

2 Troops

Optional:

1 HQ

4 Troops

3 Elite

3 Heavy supports

Sneak Detachment:

Compulsory

1 HQ

1 Troop

Optional

2 Troops

2 Elite

1 Heavy support

Max 5 units

Cult:

Standard mission:

Compulsory:

1 HQ

2 Troops

Optional:

1 HQ

4 Troops

3 Elite

3 Heavy supports

Sneak Detachment:

Compulsory

1 HQ

1 Troop

Optional

2 Troops

1 Elite

2 Fast Attacks

Max 5 units

Haemonculus:

Standard mission:

Compulsory:

1 HQ

2 Elite/Fast Attack/Heavy Support

Optional:

2 HQ

3 Fast Attacks

3 Elite

3 Heavy supports

Sneak Detachment:

Compulsory

1 HQ

1 Elite/Fast Attack/Heavy Support

Optional

1 HQ

2 Fast Attacks

2 Elite

Max 5 units

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Kabal HQ 0-1 Archon Points: 75

Unit Composition

• 1 Archon

Unit Type:

• Infantry

Wargear:

• Haywire grenades

• Plasma grenades

• Splinter pistol

• Combat Blade

• Shadow field

• Spiked armor

Special Rules:

• Sole Leader

• Fleet of Foot

• Kabal Leader

• Retinue

• Independent Character

Options:

• May have one of the following: − Tormentor helm: 10 points

− Hell mask: 5 points

• May have one of the following: − Speed drugs: 25 points

− Assault drugs: 25 points

− Defensive drugs: 25 points

− Focusing drugs: 25 points

• May Replace Combat Blade with − Agonaiser: 20 points

− Poisoned blades: 5 points

− Power weapon: 15 points

• May have one of the following: − Punisher 20 points

− Splinter rifle: 2 points

• May have any of the following: − Soul seeker ammunition: 10 points

− Trophy track: 5 points

− Webway portal homer: 50 points

− Terrorfex: 15 points

Drachon Points: 45

Unit Composition

• 1 Drachon

Unit Type:

• Infantry

Wargear:

• Haywire grenades

• Plasma grenades

• Splinter pistol

• Combat Blade

• Spiked armor

Special Rules:

• Fleet of Foot

• Retinue

• Independent Character

Options:

• May have one of the following: − Tormentor helm: 10 points

− Hell mask: 5 points

• May have one of the following: − Speed drugs: 25 points

− Assault drugs: 25 points

− Defensive drugs: 25 points

− Focusing drugs: 25 points

• May Replace Combat Blade with − Agonaiser: 20 points

− Poisoned blades: 5 points

− Power weapon: 15 points

• May have one of the following: − Punisher 20 points

− Splinter rifle: 2 points

• May have any of the following: − Soul seeker ammunition: 10 points

− Trophy track: 5 points

− Webway portal homer: 50 points

− Terrorfex: 15 points

Name WS BS S T W I A Ld Save

Archon 6 6 3 3 3 7 3 9 5+

Name WS BS S T W I A Ld Save

Drachon 5 5 3 3 3 7 2 9 5+

Page 19: Codex_ Dark Eldar 5th Edition

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0-1 Asdrubael Vect Points: 277 Name WS BS S Armor I A

Asdrubael Vect 6 6 4 F 14/11 S 14/11 R 14/10 7 5

Unit composition:

• 1 Asdrubael Vect

Unit type:

• Vehicle

Wargear:

• Dais of Destruction

Special Rules:

• Sole Leader

• Fleet of Foot

• Kabal Leader

0-1 Kruellagh Points: 125 Name WS BS S T W I A Ld Save

Kruellagh 6 6 3 3 3 7 4 9 5+

Unit composition:

• 1 Kruellagh

Unit type:

• Infantry

Wargear:

• Hell mask

• Terrorfex (with Damnation

grenades)

• Soul Flayer

• Shadow field

Special Rules:

• Sole Leader

• Fleet of Foot

• Kabal Leader

• Retinue

• Independent Character

0-1 Drazhar Points: 90

Name WS BS S T W I A Ld Save

Drazhar 6 4 3 3 3 6 2(3) 9 3+

Unit composition:

• 1 Drazhar

Unit type:

• Infantry

Wargear:

• Tormentor helm

• Disembowller Blades

• Incubi armor

Special Rules:

• Bodyguard

0-1 Decapitor Points: 112 Name WS BS S T W I A Ld Save

Decapitator 5(6) 5 3 3 2 6 2(4) 9 5+

Unit composition:

• 1 Decapitor

Unit type:

• Infantry

Wargear

• Splinter Pistol

• Decapitator

• Additional Limbs

• Severed heads

Special Rules:

• Shadow-skinned

• Master Infiltrator

• Independent Character

• Fleet of Foot

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Warrior retinue Points: 80

Name WS BS S T W I A Ld Save

Warrior 4 4 3 3 1 5 1 8 5+

Sybarite 4 5 3 3 1 6 2 8 5+

Unit composition:

• 4 Warriors

• 1 Sybarite

Unit type:

• Infantry

Wargear:

• Splinter rifle

• Plasma grenades

• Spiked armor

Special rules:

• Fleet of Foot

• Slavers

Dedicate Transport:

• Raider (see Transports)

• Webway (see Transports)

Options:

• May include up to fifteen additional Warriors: +14 points

per model

• One Warrior can replace his/her splinter rifle with:

− A shedder: +10 points

− A blaster: +5 points

• One Warrior can replace his/her splinter rifle with:

− A dark lance: +10 points

− A splinter cannon: +10 points

• The Sybarite may replace his/her splinter rifle with:

− Power weapon and splinter pistol: +10 points

− Agonaiser and splinter pistol: +15 points

• The squad may be given any of the following:

− Assault drugs: +50 points

− Focusing drugs: +50 points

− Defensive drugs: +50 points

Sybarite retinue Points: 120

Name WS BS S T W I A Ld Save

Sybarite 4 5 3 3 1 6 2 8 5+

Unit composition:

• 5 Sybarite

Unit type:

• Infantry

Wargear:

• Splinter pistol

• Combat blades

• Plasma grenades

• Spiked armor

Special rules:

• Fleet of Foot

• Slavers

Dedicate Transport:

• Raider (see Transports)

• Webway (see Transports)

• Options:

• May replace their combat blades with:

− Power weapons: +75 points

− Agonaiser: +100 points

• The squad may be given any of the following:

− Assault drugs: +75 points

− Focusing drugs: +75 points

− Defensive drugs: +75 points

Incubi retinue Points: 150 Name WS BS S T W I A Ld Save

Incubi 5 4 3 3 1 5 1 8 3+

Incubi Master 5 4 3 3 1 6 2 8 3+

Unit composition:

• 4 Incubi

• 1 Incubi master

Unit type:

• Infantry

Wargear:

• Punisher

• Plasma grenades

• Incubi armor

• Tormentor helm

Special rules:

• Slavers

Dedicate Transport:

• Raider (see Transports)

• Webway (see Transports)

Options:

• May include up to five additional Incubi: +25 points

per model

• Up to two Incubi can replace his/her punisher with:

− A shedder: +10 points

− A blaster: +5 points

• The Incubi Master may replace his/her punisher

with:

− Power weapon and splinter pistol: +15 points

− Agonaiser and splinter pistol: +20 points

• The squad may be given any of the following:

− Assault drugs: +50 points

− Defensive drugs: +50 points

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Kabal Troops

Warrior Squad Points: 150 Name WS BS S T W I A Ld Save

Warrior 4 4 3 3 1 5 1 8 5+

Sybarite 4 5 3 3 1 6 2 8 5+

Unit composition:

• 9 Warriors

• 1 Sybarite

Unit type:

• Infantry

Wargear:

• Splinter rifle

• Plasma grenades

• Spiked armor

Special rules:

• Fleet of Foot

• Slavers

Dedicate Transport:

• Raider (see Transports)

• Webway (see Transports)

Options:

• May include up to ten additional Warriors: +14 points

per model

• Two Warriors can replace his/her splinter rifle with:

− A shedder: +10 points

− A blaster: +5 points

• Two Warriors can replace his/her splinter rifle with:

− A dark lance: +10 points

− A splinter cannon: +10 points

• The Sybarite may replace his/her splinter rifle with:

− Power weapon and splinter pistol: +10 points

− Agonaiser and splinter pistol: +15 points

• The squad may be given any of the following:

− Assault drugs: +50 points

− Focusing drugs: +50 points

− Defensive drugs: +50 points

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Kabal Elite Mandrakes Points: 90 Name WS BS S T W I A Ld Save

Mandrake 4 4 3 3 1 5 1 8 5+

Unit composition:

• 5 Mandrakes

Unit type:

• Infantry

Wargear:

• Splinter pistol

• Close combat weapon

• Plasma grenades

• Spiked armor

Special rules:

• Shadow-skinned

• Hidden deployment

• Surprise attack

• Fleet of foot

Options:

• May include up to five additional Mandrakes: +18 points per model

• Any model can replace his close combat weapon with:

− Poisonous blades: +5 points per model

Harlequin Troupe Points: 90 Name WS BS S T W I A Ld Save

Harlequin 5 4 3 3 1 6 2 9 5+

Shadowseer 5 4 3 3 1 6 2 9 5+

Death Jester 5 4 3 3 1 6 2 9 5+

Troupe Master 5 4 3 3 1 6 3 10 5+

Unit composition:

• 5 Harlequin

Unit type:

• Infantry

Wargear:

• Shuriken pistol

• Close combat

weapon

• Flip belts

• Holo suit

Special rules:

• Dance of Death

• Fleet of Foot

Options:

• May include up to five additional Harlequin: +18 points per model

• Any model can replace his close combat weapon with:

− Harlequin kiss: +4 points per model

Character:

• One Harlequin may be upgraded to a Troupe Master: +20 points

• One Harlequin may be upgraded to a Death Jester: +10 points

• One Harlequin may be upgraded to a Shadowseer: +30 points

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Kabal Heavy Support

Scourges Points: 120 Name WS BS S T W I A Ld Save

Scourge 4 4 3 3 1 5 1 8 5+

Sybarite 4 5 3 3 1 5 2 8 5+

Unit composition:

• 4 Scourges

• 1 Sybarite

Unit type:

• Jump Infantry

Wargear:

• Splinter rifle

• Spiked armor

Special rules:

• Fleet of Foot

• Slavers

Dedicate Transport:

• Webway (see Transports)

Options:

• May include up to ten additional Scourges: +22 points per

model

• Four Scourges can replace his/her splinter rifle with:

− A dark lance: +10 points

− A splinter cannon: +10 points

• The Sybarite may replace his/her splinter rifle with:

− Dark Lance: +15 points

− Splinter cannon: +20 points

• The squad may be given any of the following:

− Focusing drugs: +50 points

− Defensive drugs: +50 points

Ravager Points: 105 Name BS Armor

Ravager 4 F 11 S 11 R 10

Unit composition:

• 1 Ravager

Unit type:

• Vehicle (Skimmer, tank, fast,

open topped)

Wargear:

• 3 dark lances

Dedicate Transport:

• Webway (see Transports)

Options:

• Up to three dark lances can be replaced:

− A disintegrator: +5 points

− A splinter cannon: free

• A ravager may be given any of the following:

− Horrorfex: +5 points

− Night shields: +30 points

− Screaming jets: +10 points

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Cult HQ 0-1 Archite Points: 100 Name WS BS S T W I A Ld Save

Archite 6 6 3 3 3 8 3 9 6+

Unit Composition:

• 1 Archite

Unit Type:

• Infantry

Wargear:

• Wych weapon

• Splinter pistol

• Shadow field

• Plasma grenades

• Haywire grenades

• Gladiator weapon

Special Rules:

• Sole Leader

• Fleet of Foot

• Cult Leader

• Wych

• Retinue

Options:

• An Archite may also give one of the following:

− Reaver jetbike: 35 points

− Hellion skyboard: 15 points

• An Archite may also give one of the following:

− Hell mask: 5 points

• An Archite may also give any of the following:

− Speed drugs: 30 points

− Assault drugs: 30 points

− Defensive drugs: 30 points

− Focusing drugs: 30 points

• An Archite may replace his/her gladiator weapon with:

Single handed weapons:

− Agonaiser: 17 points

− Poisoned blades: 2 points

− Power weapon: 12 points

Two handed weapons:

− Hellglaive*: free

*Archite must take hellion skyboard

• An Archite may be given any of the following:

− Trophy track: 5 points

− Webway portal homer: 50 points

− Terrorfex: 15 points

Drachite Points: 55 Name WS BS S T W I A Ld Save

Drachite 5 5 3 3 2 7 2 9 6+

Unit Composition:

• 1 Drachite

Unit Type:

• Infantry

Wargear:

• Wych weapons

• Splinter pistol

• Plasma grenades

• Haywire grenades

• Gladiator weapon

Special Rules:

• Fleet of Foot

• Wych

Options:

• A Drachite may also give one of the following:

− Reaver jetbike: 35 points

− Hellion skyboard: 15 points

• A Drachite may also give one of the following:

− Hell mask: 5 points

• A Drachite may also give two of the following:

− Speed drugs: 30 points

− Assault drugs: 30 points

− Defensive drugs: 30 points

− Focusing drugs: 30 points

• May be given one of following:

− Agonaiser: 12 points

− Poisoned blades: free

− Power weapon: 7 points

− Hellglaive*: free

*Drachite must take hellion skyboard

• A Drachite may be given any of the following:

− Trophy track: 5 points

− Webway portal homer: 50 points

− Terrorfex: 15 points

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0-1 Lelith Hesperax Points: 120 Name WS BS S T W I A Ld Save

Lelith Hesperax 7 6 3 3 3 8 3 9 6+

Unit composition:

• 1 Lelith Hesperax

Unit type:

• Infantry

Wargear:

• Agiel

• Shadow field

• Splinter pistol

• Assault drugs

• Speed Drugs

Special Rules:

• Sole Leader

• Fleet of Foot

• Cult Leader

• Wych

Wych Retinue Points: 130 Name WS BS S T W I A Ld Save

Wych 4 4 3 3 1 6 1 8 6+

Succubus 5 4 3 3 1 6 2 8 6+

Unit composition:

• 4 Wych

• 1 Succubus

Unit type:

• Infantry

Wargear:

• Wych weapons

• Wych armor

• Splinter pistol

• Plasma grenades

• Haywire grenades

• Gladiator weapon

• Assault drugs

Special Rules:

• Dodge

• Fleet of foot

• Slavers

Dedicate Transport:

• Raider (see Transports)

• Webway (see Transports)

Options:

• May include up to fifteen additional Wych: +20 points per

model

• Two Wych can replace his/her weapons with:

− A shedder: +5 points

− A blaster: free

• The Succubus may replace his/her gladiator weapon with:

− Power weapon: +7 points

− Agonaiser: +12 points

• The squad may be given any of the following:

− Defensive drugs: +50 points

− Speed drugs: +50 points

Succubus Retinue Points: 190 Name WS BS S T W I A Ld Save

Succubus 5 4 3 3 1 6 2 8 6+

Unit composition:

• 5 Succubus’s

Unit type:

• Infantry

Wargear:

• Wych weapons

• Wych armor

• Splinter pistol

• Plasma grenades

• Haywire grenades

• Gladiator weapon

• Assault drugs

Special Rules:

• Dodge

• Fleet of foot

• Slavers

Dedicate Transport:

• Raider

• Webway (see Transports)

Options:

• May include up to five additional Succubus: +35 points per

model

• May replace gladiator weapons with:

− Power weapons: +7 points per model

− Agonaiser: +12 points per model

• The squad may be given any of the following:

− Defensive drugs : +50 points

− Speed drugs: +50 points

Page 26: Codex_ Dark Eldar 5th Edition

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Cult Troop

Wyches Squad Points: 130 Name WS BS S T W I A Ld Save

Wych 4 4 3 3 1 6 1 8 6+

Succubus 5 4 3 3 1 6 2 8 6+

Unit composition:

• 4 Wych

• 1 Succubus

Unit type:

• Infantry

Wargear:

• Wych weapons

• Wych armor

• Splinter pistol

• Plasma grenades

• Haywire grenades

• Gladiator weapon

• Assault drugs

Special Rules:

• Dodge

• Fleet of foot

• Slavers

Dedicate Transport:

Raider

Webway (see

Transports)

Options:

• May include up to fifteen additional Wych: +20 points per model

• Two Wych can replace his/her weapons with:

− A shedder: +5 points

− A blaster: free

• The Succubus may replace his/her gladiator weapon with:

− Power weapon: +7 points

− Agonaiser: +12 points

• The squad may be given any of the following:

− Defensive drugs: +50 points

− Speed drugs: +50 points

Page 27: Codex_ Dark Eldar 5th Edition

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Cult Elite Warp beast pack: Points: 70 Name WS BS S T W I A Ld Save

Warp beast 4 4 4 3 1 5 3 8 6+

Beastmaster 5 4 3 3 1 6 2 8 6+

Unit composition:

• 3 Warp beasts

• 1 Beastmaster

Unit type:

• Cavalry

Wargear:

Beastmaster:

• Wych armor

• Splinter pistol

• Gladiator weapon

• Speed drugs*

*Uses always may assault 12" option

Special Rules:

Dodge (Beastmaster only)

Fleet of foot

Dedicate Transport:

• Raider

• Webway (see Transports)

Options:

• May include up to two additional Warp Beast: +12 points per

model

• The Beastmaster may replace his/her gladiator weapon with:

− Power weapon: +7 points

− Agonaiser: +12 points

Succubus Squad: Points: 190 Name WS BS S T W I A Ld Save

Succubus 5 4 3 3 1 6 2 8 6+

Unit composition:

• 5 Succubus’s

Unit type:

• Infantry

Wargear:

• Wych weapons

• Wych armor

• Splinter pistol

• Plasma grenades

• Haywire grenades

• Gladiator weapon

• Assault drugs

Special Rules:

• Dodge

• Fleet of foot

• Slavers

Dedicate Transport:

• Raider

• Webway (see Transports)

Options:

• May include up to five additional Succubus: +35 points per model

• The Succubus may replace their gladiator weapons with:

− Power weapons: +7 points per model

− Agonaiser: +12 points per model

• The squad may be given any of the following:

− Defensive drugs: +50 points

− Speed drugs: +50 points

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Cult Fast Attack Hellions Squad: Points: 80 Name WS BS S T W I A Ld Save

Hellion 4 4 3 3 1 6 1 8 4+

Hellion succubus 5 4 3 3 1 6 2 8 4+

Unit composition:

• 2 Hellions

• 1 Hellion

Succubus

Unit type:

• Jump infantry

Wargear:

• Hellion armor

• Hellglaive

• Assault drugs

• Hellion skyboard

Special Rules:

• Hit & run

Dedicate Transport:

• Webway (see

Transports)

Options:

• May include up to seven additional Hellion: +20 points per

model

• One Hellion can replace his/her weapons with:

− A shedder: +10 points

− A blaster: +5 points

• The Succubus may replace his/her Hellglaive weapon with:

− Power weapon: +5 points

− Agonaiser: +10 points

• The squad may be given any of the following:

− Defensive drugs: +50 points

− Focusing drugs: +50 points

Reaver jetbike squadron Points: 125 Name WS BS S T W I A Ld Save

Reaver 4 4 3(4) 3(4) 1 6 1 8 4+

Reaver Succubus 5 4 3(4) 3(4) 1 6 2 8 4+

Unit composition:

• 2 Reavers

• 1 Reaver

Succubus

Unit type:

• Jetbikes

Wargear:

• Splinter pistol

• Splinter rifle

• Assault drugs

Special Rules:

• Eldar jetbike

• Kamikaze

Dedicate Transport:

• Webway (see Transports)

Options:

• May include up to seven additional Reaver: +20 points per

model

• Up to two Reavers may replace his/her splinter rifle with:

− A shedder: +15 points

− A blaster: +10 points

• The Succubus may give one of the following:

− Power weapon: +10 points

− Agonaiser: +15 points

− Poisoned blades: +5 points

• The squad may be given any of the following:

− Defensive drugs: +50 points

− Focusing drugs: +50 points

Page 29: Codex_ Dark Eldar 5th Edition

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Haemonculus HQ

Master Haemonculus: Points: 50 Name WS BS S T W I A Ld Save

Master Haemonculus 4 4 3 3 2 4 2 9 5+

Unit composition:

• 1 Master

Haemonculus

Unit type:

• Infantry

Wargear:

• Hell mask

• Plasma grenades

Special Rules:

• Master Haemonculus

• Retinue

• Independent Character

Options:

• Master Haemonculus must have one and may take another

one of the following:

− Single-Handed weapons:

− Destructor: +15 points

− Scissorhand: +5 points

− Stinger: +30 points

• Master Haemonculus may take another any of the following:

− Crucible of Malediction: +20 points

− Terrorfex: +15 points

− Webway homer: +50 points

Haemonculus: Points: 25

Name WS BS S T W I A Ld Save

Haemonculus 4 4 3 3 2 4 2 8 5+

Unit composition:

• 1 Haemonculus

Unit type:

• Infantry

Wargear:

• Hell mask

• Plasma grenades

Special Rules:

• Retinue

Options:

• May include up to two additional Haemonculus: +25 points per

model

• Must take one and may take another one of the following:

− Destructor: +15 points

− Scissorhand: +5 points

− Stinger: +30 points

• May take another any of the following:

• Terrorfex: +15 points

• Webway homer: +50 points

0-1 Urien Rakarth: Points: 100

Name WS BS S T W I A Ld Save

Urien Rakarth 4 4 3 3 2 4 2 9 5+

Unit composition:

• 1 Urien Rakarth

Unit type:

• Infantry

Wargear:

• Crucible of Malediction

• Destructor

• Stinger

• Poisoned blades

Special Rules:

• Leader of Haemonculus

• Retinue

Uber Grotesque retinue Points: 75 Name WS BS S T W I A Ld Save

Uber Grotesque 5 0 4 4 2 4 3 6 -

Unit composition:

• 3 Grotesques

Unit type:

• Infantry

Special rules:

• Stupid

• Immunity to pain

• Terrifying opponent

Dedicate Transport:

• Raider

• Webway (see Transports)

Options:

• May include up to two additional Grotesques: +25 points per

model

Page 30: Codex_ Dark Eldar 5th Edition

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Haemonculus Elite

Grotesques: Points: 54 Name WS BS S T W I A Ld Save

Grotesque 4 0 4 3 2 4 2 5 -

Unit composition:

• 3 Grotesques

Unit type:

• Infantry

Special rules:

• Stupid

• Immunity to pain

• Terrifying opponent

Dedicate Transport:

• Raider (see Transports)

• Webway (see Transports)

Options:

• May include up to seven additional Grotesques: +18 points per

model

Page 31: Codex_ Dark Eldar 5th Edition

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Haemonculus Heavy Support Talos: Points: 105 Name WS BS S T W I A Ld Save

Talos 5 3 7 7 3 4 D6 - 3+

Unit Composition:

• 1 Talos

Unit Type:

• Monstrous Creature

Wargear:

• Talos sting

• Talos claws

Dedicate Transport:

• Webway (see Transports)

Special Rules:

• Fearless

• Skimmer

• Wildfire

Page 32: Codex_ Dark Eldar 5th Edition

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Haemonculus Fast Attack Slave ship squad: Points: 180 Name BS Armor

Raider 4 F 10 S10 R 10

Unit Composition:

• 1 Raider

• 5 Slavers

Unit Type:

• Vehicle (fast, open-

topped skimmer)

Wargear:

Raider:

• Dark Lance,

• Vile slave snares (S5)

Slavers:

• Splinter rifle

Special Rules:

Extra Crew

Superior Slavers

Options:

• Raider may replace it's dark lance with:

− Disintegrator: 5 Points

• Raider may take any of the following:

− Horrorfex: 5 Points

− Night Shield: 30 points

− Screaming jets: 15 points

− Torture amp: 10 points

• One slaver may replace his/her splinter rifle with:

− Dark Lance: 15 points

− Splinter cannon: 15 Points