compiled 2010 dark eldar codexv0.3

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  • 8/8/2019 Compiled 2010 Dark Eldar CodexV0.3

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    Units

    Special Characters (All HQ)

    Asdrubael Vect 240ptsName WS BS S T W I A Ld Sv

    Vect 8 8 3 3 3 8 5 10 4+/6++

    Unit Type: Infantry

    Unit Composition: 1 Asdrubael Vect (Special Character)

    Wargear:

    - "Super Agonizer": Power Weapon, Wounds on a 3+

    - Obsidean Orb: 12" S10 AP3 Assault 1 Blast, Rolls to-wound against Ld rather then T, unsaved

    wounds heal vect (up to his max wounds)

    - Shadowfield, Ghostplate Armor, Plasma Grenades, Splinter Pistol

    Special Rules:

    - Seizes the Intiative on a 4+

    - Power from Pain, Night Vision, Fleet, Independent Character

    - Preferred Enemy: Everything

    - Re-roll to-wound rolls against Eldar and Dark Eldar

    Options:

    - May purchase a Dais of Destruction for 200pts as a dedicated transport. If you do, Vect MUST

    start the game embarked in it and it's entire capcity must be filled.

    Dais of Destruction 200pts

    May only be taken if Asdrubael Vect is included in the army.

    Front Side Rear BS

    13 13 13 4

    Unit Type: Vehicle (Fast, Skimmer, Open Topped, Transport)

    Unit Composition: 1 Dais of Destruction

    Wargear: Three Dark Lances.

    Transport Capacity: 10

    Duke Sliscus 150pts

    Name WS BS S T W I A Ld Sv

    Dulke Sliscus 6 6 3 3 2 6 3 9 4

    Unit Composition: 1 Duke Sliscus (Special Character)

    Unit Type: Infantry

    Wargear: Shadowfield, "Special Venomblade" (Poison 2+, on a 5+ it is also a power weapon),

    Plasma Grenades, Splinter Pistol,

    Special Rules:

    - Choose a single unit of Kabalite Warriors or Trueborn. Their poison weapons are upgraded to

    Poison 3+

    - Roll 2d6 for Combat Drugs and choose the most favorable result.- Night Vision, Power from Pain, Fleet, Independent Character

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    Drazhar 230pts

    Name WS BS S T W I A Ld Sv

    Drazhar 7 7 4 4 3 7 4 10 2

    Unit Composition: 1 Drazhar (Special Character)

    Unit Type: InfantryWargear: Demi-klaives

    Special Rules: Eternal Warrior, Night Vision, Fleet, Power from Pain, Independent Character

    - In the assault phase, after both sides have moved, Drazhar may move to any other location so

    long as he remains in base to base contact with the enemy unit and remains in coherency with any

    unit he is attached to.

    - Gets an instant bonus attack whenever he rolls a 6 on his armor save.

    - May only join Incubi units and any Incubi unit he joins is Fearless

    - Has both Klavex powers.

    Lelith Hesperax 175pts

    Name WS BS S T W I A Ld Sv

    Lelith 9 9 3 3 3 8 4 9 6

    Unit Composition: 1 Lelith Hesperax (Special Character)

    Unit Type: Infantry

    Wargear: Shardnet and Impaler (also counts as power weapon)

    Special Rules:

    - Power from Pain, Fleet, Night Vision, Independent Character

    - She recieves a bonus attack in assault for each point of WS she exceeds her enemy (enemy in

    B2B)

    - Dodge: 3++ in melee, 4++ ranged.

    Lady Malys 130pts

    Name WS BS S T W I A Ld Sv

    Lady Malys 7 7 3 3 3 7 4 10 4++/5+

    Unit Composition: 1 Lady Malys (Special Character)

    Unit Type: Infantry

    Wargear: Djinn Blade (Instead of attacking her on doubles, it simply ceases to function), Plasma

    Grenades

    Special Rules:- Power from Pain, Fleet, Night Vision, Independent Character

    - Lady Malys and any unit she joins is immune to psyker powers.

    - After deployment, you may re-deploy d3 of your units. You may even move these units to

    reserve.

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    Urien Rakarth 190pts

    Name WS BS S T W I A Ld Sv

    Urien 5 5 3 5 3 5 3 9 5

    Unit Composition: 1 Urien Rakarth (Special Character)

    Unit Type: InfantryWargear: Liquifier

    - Flesh Gauntlet: Wounds on a 3+ and inflicst instant death.

    - Clone Field

    Special Rules:

    - Distribute d3 pain tokens to your Grotesque and Wrack units

    - Begins the game with a Pain Counter

    - Regain a wound at the beginning of each of your turns.

    - Wracks can be taken as troop choices

    - Grotesques can be upgraded to S6 for 5pts each

    The Decapitator 140pts

    Name WS BS S T W I A Ld Sv

    Decapitator 6 5 6 3 3 6 4 9 5++

    Unit Composition: 1 The Decapitator (Special Character)

    Unit Type: Infantry

    Wargear: ???

    Special Rules:

    - Fleet, Power from Pain, Night Vision

    - Always begins the game in reserve. May deep strike onto the board without scattering so long as

    it is at least 1" away from enemy units, cannot assault the round he appears.

    - 6s on to-wound rolls in assault result in instant death.

    Baron Sathonyx 105pts

    Name WS BS S T W I A Ld Sv

    Sathonyx 6 6 3 3 2 6 3 9 5

    Unit Compostition: 1 Baron Sathonyx

    Unit Type: Jump Infantry

    Wargear:

    - "Special Skyboard": +2S on charge attacks (stacks with Hellglaive).- Hellglaive, Shadowfield, Splinter Pistol

    Special Rules:

    - Hit and Run, Fleet, Power from Pain, Night Vision

    - ??? (Something to do with hit and run)

    - Hellions may be taken as troop choices.

    - +1 on Deployment rolls.

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    HQ

    Archon 60pts

    Name WS BS S T W I A Ld Sv

    Archon 7 7 3 3 3 7 4 10 5

    Unit Composition: 1 Archon

    Unit Type: Infantry

    Wargear: Close Combat Weapon and

    Splinter Pistol, Plasma Grenades

    Special Rules:

    - Court of Archon: For every archon

    taken, you may take a single Court

    of the Archon unit. It does not take

    up a Force Organization slot.

    - Independent Character, Power from

    Pain, Night Vision, Fleet

    Options:

    - May replace his Splinter Pistol and/or Close Combat

    Weapon with any of the following: Agonizer (??), Blaster

    Pistol (5), Huskblade (35), Venomb Blade (5), Mindphase

    Gauntlet (??), Neurocorrosive Whip (??)

    - May take one of the following: Clone Field (??), Shadow

    Field (30)

    - May take any of the following: Djinn Blade (??),

    Phantasm Grenade Launcher (25), Soul Trap (20), Drug

    Dispenser (??)

    Court of the Archon Varies

    Name WS BS S T W I A Ld Sv Pts (Model Limit)

    Medusae 4 4 3 3 1 5 1 9 5 15 (1-2)

    Ur-Ghuls 4 0 4 3 1 5 3 3 n/a 10 (1-5)

    Lhameans 4 4 3 3 1 5 1 9 5 15 (1-2)

    Sslyths 4 4 5 5 2 4 3 3 5 15 (1-3)Unit Composition: 1-2 Medusae, 1-5 Ur-Ghuls, 1-2 Lhameans, 1-3 Sslyths

    Unit Type: Infantry

    Wargear/Rules:

    - Medusae: Eye Laser (Template, S d6+1, AP d6, Assault 1), Fleet, Power from Pain

    - Ur-Ghuls: CC Wep, Furious Charge, Feel No Pain, Fleet

    - Lhameans: The Lhamean's poison weapons wound on a 2+. The poison weapons of Archons

    attached to a unit that contains a Lhamean are upgraded to wound on a 2+, Fleet, Night Vision,

    Power from Pain

    - Sslyths: Splinter Carbine, Splinter Pistol, CC weapon, Feel No Pain

    Succubus 65pts

    Name WS BS S T W I A Ld Sv

    Succubus 8 6 3 3 3 8 4 9 6

    Unit Composition: 1 Succubus

    Unit Type: Infantry

    Wargear: CC Weapon, Splinter

    Pistol, Plasma Grenades

    Special Rules: Dodge (4++), Combat

    Drugs, Independent Character, Fleet,

    Power from Pain, Night Vision

    Options:

    - May replace CC weapon with an Agonizer (??)

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    Haemonculus ??pts Each

    Name WS BS S T W I A Ld Sv

    Hemonculus 4 4 3 4 2 4 2 8 6

    Ancient 5 5 3 4 3 5 3 9 6

    Unit Composition: 1-3 Haemonculus

    Unit Type: Infantry

    Wargear: Splinter Pistol

    Special Rules: Begin game with a

    free Pain Counter, Wracks are a

    Troop Choice, Independent

    Character (They are purchased as a

    single HQ slot but they deploy and

    act independently)

    Options:

    - One Haemonculus may be upgraded to an Ancient

    Haemonculus (??)

    - An Ancient may take any of the following: Huskblade (??),

    Archangle of Pain (??), "Acid Spray" (??), Hexrifle (??),

    Crucible of Malediction (??), Liquifier (??)

    Elites

    Harlequins (See Eldar Codex) (May not take any transports)

    Mandrakes 15pts Each

    Name WS BS S T W I A Ld Sv

    Mandrake 4 4 4 3 1 5 2 8 5++

    Nightfiend 4 4 4 3 1 5 3 9 5++

    Unit Composition: 3-10 Mandrakes

    Unit Type: InfantryWargear: CC weapon

    Rules:

    - Ranged Attack (may be used so

    long as the unit has at least one Pain

    Counter): 18" S4 AP4 Assault 2,

    Pinning

    - Stealth, Move through Cover,

    Night Vision, Fleet, Infiltrate, Power

    from Pain

    Options:

    - One Mandrake may be upgraded to a Nightfiend (10)

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    Incubi 22pts Each

    Name WS BS S T W I A Ld Sv

    Incubus 5 4 3 3 1 5 2 8 3

    Klavex 6 4 3 3 1 6 3 9 3

    Unit Composition: 3-10 Incubi

    Unit Type: Infantry

    Wargear: Klaives (+1 S, Powe Wep)

    Rules: Night Vision, Fleet, Power

    from Pain

    Klavex Only: (Optional)

    - Murderous Assault: At the

    beginning of the assault phase,

    choose an IC. The Klavex gains

    Preferred Enemy against that IC.

    - Onslaught: The Klavex and it's unitgain an extra attack on to-wound

    rolls of 6s. Extra attacks cannot

    generate more attacks.

    Options:

    - One Incubi may be upgraded to a Klavex (15)

    - A Klavex may replaced it's Klaive with a Demi-Klaive

    (20)

    - A Klavex may take a Bloodstone (15)

    - A Klavex may purchase either of hte following Powers:

    Murderous Assault (10), Onslaught (15)

    Grotesques 35 each

    Name WS BS S T W I A Ld Sv

    Groteques 4 1 5 5 3 4 3 3 6

    Aberration 4 1 5 5 3 4 4 4 6

    Unit Composition: ??Unit Type: Infantry

    Rules: Free Pain Token, Unstable (If

    there is no IC in the unit, roll a d6 at

    the start of your turn. On a 1, the

    unit is removed from play and every

    unit within 2d6" take 2d6 S5 AP--

    hits.

    Options:- One Grotesque may may exchange their close combat

    weapon for: Liquifier Gun (10)

    - Upgrade one grotesque to an Aberration (10)

    - Aberration can take one of the following: Venom Blade

    (5), Mindphase Gauntlet (10), Scissorhand (15),

    Fleshgauntlet (20)

    - Unit may take a Raider as a dedicated transport (60)

    (Grotesques count as two models for transport capacity).

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    Wracks 10 each

    Name WS BS S T W I A Ld Sv

    Wracks 4 4 3 4 1 4 1 8 6

    Champion 4 4 3 4 1 4 2 9 6

    Unit Composition: ??

    Unit Type: Infantry

    Wargear: A pair of poisoned (4+) CC

    weapons

    Rules: Free Pain Counter

    Options:

    - For every 5 models in the unit, one may take a Liquifier

    (10)

    - One Wrack may be upgraded to a champion (10)

    - A Champion may take any of the following: Stinger Pistol

    (5), Venom Blade (5), Mindphase Gauntlet (10), Hexrifle

    (15), Scissorhand (15), Flesh Gauntlet (20), Agonizer (20),

    Electrocorrosive Whip (20)

    - Unit make take a Dedicated Transport

    Kabalite Trueborn 12 each

    Name WS BS S T W I A Ld Sv

    Trueborn 4 4 3 3 1 5 2 9 5

    Dracon 4 4 3 3 1 5 3 9 5

    Unit Composition: 3-10 Trueborn

    Unit Type: Infantry

    Wargear: Splinter Rifle

    Rules: Fleet, Night Vision, Power

    from Pain

    Options:

    - Any model may replace their Splinter Rifle with a CC

    weapon and pistol (Free), or with a Shard Carbine (5pts

    each)

    - The entire unit may take plasma grenades (1pt each)- Up to 4 models may take one of the following: (Special

    Weapons)

    - Up to 2 models may take one of the following: (Heavy

    Weapons)

    - One model may be upgraded to a Dracon (5)

    - May take a Dedicated Transport

    Hekatrix Bloodbrides 13 pts each

    Name WS BS S T W I A Ld Sv

    Bloodbride 4 4 3 3 1 6 2 9 6

    Syren 4 4 3 3 1 6 3 9 6

    Unit Composition: ??

    Unit Type: Infantry

    Wargear: CC Wep and Splinter Pistol

    Rules: Dodge (4++), Combat Drugs,

    Power from Pain, Fleet, Night Vision

    Options:

    - One model may be upgraded to a Syren (10)

    - For every three models in the unit, one may take one of the

    following: (Wych weapons and/or special weapons)

    - May take a Dedicated Transport.

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    Troops

    Kabalite Warriors 9pts Each

    Name WS BS S T W I A Ld Sv

    Warrior 4 4 3 3 1 5 1 8 5

    Sybarite 4 4 3 3 1 5 2 8 5

    Unit Composition: 5-20 Warriors

    Unit Type: Infantry

    Wargear: Splinter Rifle

    Rules: Power from Pain, Fleet, Night

    Vision

    Options:

    - For every 10 models, one may replace their Splinter Rifle

    with one of the following: Dark Lance (25), Splinter

    Cannon (10)

    - One model may replace their Splinter Rifle with one of the

    following: Blaster (15), Shredder (5)

    - One warrior may be upgraded to a Sybarite (10)

    - The Sybarite may replace their Splinter Rifle with a CC

    Wep and Splinter Pistol (free)

    - The Sybarite may replace their CC wep and/or SplinterPistol with: Agonizer (20), Venomblade (5), Power Weapon

    (15)

    - The Sybarite may take any of the following: Phantasm

    Grenade Launcher (20), Ghostplate Armor (??)

    - Unit may take a Dedicated Transport

    Wyches 10pts each

    Name WS BS S T W I A Ld Sv

    Wyche 4 4 3 3 1 6 1 8 6

    Hekatrix 4 4 3 3 1 6 2 8 6

    Unit Composition: 5-10 Wyches

    Unit Type: Infantry

    Warger: Splinter Pistol and CC Wep,

    Plasma Grenades

    Rules: Power from Pain, Fleet, Night

    Vision, Combat Drugs, Dodge (4++)

    Options:

    - For every five models, one may take one of the following:

    Shardnet and Impaler (??), Hydra Gauntlets (??), Razor

    Flails (??).

    - One Model may be upgraded to a Hekatrix (10)

    - A Hekatrix may replace their Splinter Pistol and/or CC

    Wep with one of hte following: Agonizer (20), Blast Pistol

    (15)

    - Unit may take a Dedicated Transport

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    Fast Attack

    Reaver Jetbikes 22pts each

    Name WS BS S T W I A Ld Sv

    Reaver 4 4 3 3(4) 1 6 1 8 5

    Arena

    Champion

    4 4 3 3(4) 1 6 2 9 5

    Unit Composition: 3-10 Reavers

    Unit Type: Jetbike (Eldar)

    Wargear: Splinter Pistol, CC Wep,

    Jetbike (Splinter Rifle, 36" Turbo-

    boost, Move through Cover),

    Combat Drugs

    - Bladevanes: Draw a line from

    starting point to end point of

    movement. Select a single,unengaged, non-vehicle unit under

    this line. Each bike with this gear

    deals d3 S4 AP- hits. Cover saves

    allowed.

    - Grav-Talons: As Bladevanes except

    if the target suffers an unsaved

    wound, they must make a pinning

    test.

    - Cluster Caltrops: As bladevanes

    except d6 S6 AP-- Hits.

    Rules: Night Vision, Power from

    Pain, Skilled Riders

    Options:

    - For every three models, one may replace their splinter rifle

    with: Heat Lance (12), Blaster (15)

    - For every three models, one may replace their Bladevines

    for one of the following: Grav-Talons (10), Cluster Caltrops

    (20)

    - One Model may be upgraded to an Arena Champion (10)

    - An Arena Champion may replace their Splinter Pistol

    and/or Close Combat Weapon with: Agonizer (20)

    Hellions 16pts each

    Name WS BS S T W I A Ld Sv

    Hellion 4 4 3 3 1 6 1 8 5

    Hellarch 4 4 3 3 1 6 2 9 5

    Unit Composition: 5-20 Hellions

    Unit Type: Jump InfantryWargear: Hellglaive, Skyboard (/w

    Splinter Pod)

    Rules: Hit and Run, Power from

    Pain, Night Vision, Fleet

    Option:

    - Stunclaw: CC wep, +1 Strength.

    When performing a hit and run,

    nominated an IC in the same combat

    and roll a d6. On a 2+ you snatch the

    IC and pull it along with you. After

    the Hit and Run move, you are nowlocked in combat with that IC.

    Options:

    - One model may be upgraded to a Hellarch (10)- A Hellarch may take any of the following: Phantasm

    Grenade Launcher (??)

    - A Hellarch may replace their Hellglaive with one of the

    following: Venom Blade (5), Stunclaw (??), Power Weapon

    (15), Agonizer (20)

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    Beast Master 12pts per Beastmaster

    You may purchase 1-5 Beast Masters groups per FA slot. They act independently of eachother.

    Name WS BS S T W I A Ld Sv

    Beast Master 4 4 3 3 1 6 1 8 5

    Khymera 4 0 4 3 1 6 3 5 4++/6

    Voidwing 4 0 3 5 5 5 5 5 6

    Clawed Fiend 4 0 5 5 4 5 4 5 6

    Unit Composition: 1 Beastmaster; 0-

    5 Kymerae, OR 0-1 Clawed Fiend,

    OR 0-2 Vodwing Flock

    Unit Type: Beasts

    Wargear/Rules:

    - All: Night Vision

    - Beastmaster: CC Wep, Power FromPain

    - Khymera: 4++ Invulnerable save

    - Vodwing Flock: Rending

    - Clawed Fiend: For unsaved wound

    it has taken, it get's an additional

    attack.

    Options:

    - One Beast master per FA slot may replace their CC Wep

    with: Agonizer (20), Power Weapon (15), Venom Blade (5)

    - Each beast master may take only ONE kind of beast for

    the following points each: Khymera (12 each), Vodwing

    Flock (40 each), Clawed Fiend (15 each)

    Scourges 22pts Each

    Name WS BS S T W I A Ld Sv

    Scourge 4 4 3 3 1 5 1 8 4+/6++

    Solarite 4 4 3 3 1 5 2 8 4+/6++

    Unit Composition: 3-10 Scourges

    Unit Type: Jump Infantry

    Wargear: Shard Carbine, Plasma

    Grenaded, Ghostplate Armor

    Special Rules: Power from Pain,

    Fleet, Night Vision, Deep Strike

    Options:

    - For every five models in the unit, two may replace their

    Shard Carbine with one of the following: Shredder (5),

    Splinter Cannon (10), Heywire Launcher (10), Heat Lance

    (12), Blaster (15), Dark Lance (15)

    - One Scourge may be upgraded to a Solarite (10)

    - Solarite can replace Shard Carbine with CC wep and

    Splinter Pistol (free)- Solarite can replace CC Wep with: Venom Blade (5),

    Power Weapon (10), Agonizer (20)

    - Solarite can replace Splitner Pistol with a Blast Pistol (15)

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    Heavy Support

    Talos 100pts

    Name WS BS S T W I A Ld Sv

    Talos 5 3 7 7 3 4 D6 10 3

    Unit Composition: 1 Talos

    Unit Type: Monstrous Creature

    Wargear: Twin-linked Splinter

    Cannon

    Rules: Night Vision, Power from

    Pain, Monstrous Creature, Move

    Through Cover, Fearless

    Options:

    - Replace TL Splinter Cannon with: TL Liquifier (??), TL

    Heat Lance (??), ????

    - May take any of the following: Additional CC wep (15),

    close combat attacks inflict instant death (5), Roll 2d6 and

    pick the highest for number of attacks (10)

    Cronos 80pts

    Name WS BS S T W I A Ld Sv

    Cronos 3 3 5 7 3 4 2 10 3

    Unit Composition: 1 Cronos

    Unit Type: Monstrous Creature

    Wargear: ??

    Special Rules: Night Vision, Power

    from Pain, Monstrous Creature,

    Move Through Cover, Fearless

    - Whenever it kills a model in CC or

    with one of it's ranged attacks, you

    may give a Pain Counter to a

    friendly unit with the Power from

    Pain special rule within 12"

    Options:

    - May take one of the following: "Weapon 1" (??), "Weapon

    2" (??)

    Ravager 105pts

    Front Side Rear BS

    11 11 10 4

    Unit Type: Vehicle (Fast, Skimmer, Open-

    topped)

    Unit Composition: 1 RavagerWargear: Dark Lance x3

    Special Rules:

    Arial Assault: After moving at crusing speed or

    after deep striking, the Ravager may still fire all

    it's weapons.

    Options:

    - May replace any of it's dark lances with:

    Disintegrator Cannon (??)- May take any of the following: Shock Prow

    (5), Torment Grenade Launcher (??), Enhanced

    Aethersails (5), Retrofire Jets (10), Chain Snares

    (5), Grisly Trophies (5), Envenomed Blades (5),

    Night Shield (10), Flickerfield (10)

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    Razorwing Fighter 145pts

    Front Side Rear BS

    10 10 10 4

    Unit Type: Vehicle (Fast, Skimmer, Supersonic(36" Flatout move))

    Unit Composition: 1 Razorwing Fighter

    Wargear: TL Splinter rifle, 2 Dark Lances, 4

    Monoscythe Missiles

    Special Rules:

    - Arial Assault: After moving at crusing speed or

    after deep striking, the Razorwing may fire all

    it's weapons

    - Deep Strike, Night Vision

    Options:- May replace the TL Splinter Rifle with a

    Splinter Cannon (Free)

    - May replace it's Monoscythe Missiles with:

    Necrotoxin Missiles (5 each), Soulsteal Missiles

    (5 each)

    - May take any of the following: Flickerfield

    (10), Night Shield (10)

    Voidraven Bomber 145pts

    Front Side Rear BS

    11 11 10 4

    Unit Type: Vehicle (Fast, Skimmer, Supersonic

    (36" Flat-out move))

    Unit Composition: 1 Voidraven Bomber

    Wargear: Two Void Lances

    - Void Mine: Once per game during the

    movement phase, place a blast marker over an

    enemy model you passed over this turn and rolla scatter dice. If it's an arrow, move it d6" in that

    direction. Once the final position is found,

    resolves the effects: S9 AP2 Assault 1 Blast,

    One-Shot, Lance. This counts as using a

    weapon.

    Special Rules:

    - Arial Assault: After moving crusing speed, it

    may fire all it's weapons

    - Deep Strike, Night Vision

    Options:

    - May take up to four of the following:

    Monoscythe Missiles (10 each), Implosion

    Missiles (30 each), Necrotoxin Missiles (10

    each), Soulstealing Missiles (10 each)

    - May take any of the following: Flickerfield

    (10), Night Shield (10)

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    Dedicated Transports

    Raider 60pts

    Front Side Rear BS

    10 10 10 4

    Unit Type: Vehicle (Fast, Skimmer, Open-

    Topped, Transport)

    Unit Composition: 1 Raider

    Warger: Dark Lance

    Capacity: 10 models (or 5 Grotesques)

    Options:

    - May replace it's Dark Lance with:

    Disintegrator Cannon (free)

    - May take any of the following: Night Shield

    (10), Retrofire Jets (5), Flickerfield (10), Chain-

    snares (5), Enhanced Aethersails (5), "Scary

    Armor" (5), Grisly Trophies (5), Shock Prow

    (5), "Scythes" (5), Splinter Racks (10)

    Venom 55pts

    Front Side Rear BS

    10 10 10 4

    Unit Type: Vehicle (Fast, Skimmer, Open-

    topped, Transport)

    Unit Composition: 1 Venom

    Wargear: Splinter Cannon, TL Splinter Rifle,

    Flickerfield.

    Transport Capacity: 5 (may not carry

    Grotesques)

    Options:

    - May Replace it's TL Splinter Rifle with:

    Splinter Cannon (10)

    - May take any of the following: Retrofire Jets

    (5), Chain-Snares (5), Grisly Trophies (5),

    Envenomed Blades (5), Nigth Shields (10)

    Wargear and Weapons

    Ranged Weapons

    Splinter Rifle: 24" SX AP5 Rapid Fire, Poison 4+

    Shard Carbine: 18" SX AP5, Assault 3, Poison 4+

    Splinter Canonn: 36" SX AP5, Assault 4, or Heavy 6 Poison 4+

    Splinter Pod: 18" SX AP5, Assault 2, Poison 4+

    Blast Pistol: 6" S8 AP2, Pistol, Lance

    Blaster: 18" S8 AP2 Assault 1

    Heat Lance: 18" S6 AP1 Assault 1, Melta, LanceDark Lance: 36" S8 AP2 Heavy 1, Lance

    Void Lance: 36" S9 AP2 Heavy 1, Lance

    Disintegrator: 24" S5 AP2 Heavy 3

    Shredder: 12" S6 AP-- Assault 1 Blast

    Hexrifle: 36" SX AP4 Assault 1, Sniper

    Whenever a models suffers an unsaved wound from the Hexrifle, it rolls a characteristic test

    against it's max wounds. If it fails, it suffers Instant Death.

    Liquifier: Template S4 AP d6 Assault 1

    "Acid Spray" 12" S d6 AP d6 Assault 2d6, Single-shot

    Bloodstone: Template S3 AP3 Assault 1

    Heywire Grenade Launcher: 24" S4 AP4 Assault 1

    Against Vehicles, roll a d6. On a 2-5, it automatically glances. On a 6, it automatically

    penetrates.

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    "Weapon 1": Template S4 AP3 Assault 1

    "Weapon 2": 18" S3 AP 3 Assault 1 Large Blast

    Monoscythe Missile: 48" S6 AP5 Assault 1, Large Blast, Single-shot

    Necrotoxin Missile: 48" SX AP5 Assault 1, Large Blast, Poison 2+, Pinning, Single-shot

    Soulstealing Missile: 48" S7 AP-- Assault 1, Large Blast, Re-roll to-wound rolls, Single-shot

    Implosion Missile: 48" S n/a AP n/a, Small Blast, Single-Shot

    Any models hit by an implosion missile must make a characteristic test against theirwounds. If they fail, they suffer instant death. Invulnerable and Cover saves apply.

    Melee Weapons

    Agonizer: Power Weapon, Wounds on a 4+, NOT POISONED

    Venomblade: Poison 2+

    Huskblade: Power Weapon, Unsaved wounds inflict Instant Death

    Mindphase Gauntlet: On any successful hit against an MC or IC, the target must make both

    a - - Strength Characteristic test and a leadership test for each hit. If it fails either one, it may

    not attack this assault phase.

    Neurocorrosive Whip: Power Weapon, models that suffer an unsaved wound half theirstrength characteristic this assault phase.

    Flesh Gauntlet: Poisoned 4+, Causes Instant Death

    Klaive: +1S, Power Weapon

    Demi-Klaive: Power Weapon; Choose at the start of the assault phase: +2 Strength or +2

    Attacks

    Shardnet and Impaler: Counts as 2 CCW, every enemy model in B2B loses 1 attack

    (minimum 1).

    Hydra Gauntlets: Count as 2 CCW, +d6 attacks instead of +1 for 2 CCW.

    Razorflail: Counts as 2CCW, Re-roll to-hit and -wound.

    Hellglaive: +1A and +1S on a charge.

    Misc. Wargear

    Webway Portal: During the shooting phase, a model may drop a webway portal instead of

    shooting (once per game). After being placed, it functions like a table edge and is both

    indestructable and impassible. Any non-vehicle held in reserve (even outflankers and deep

    strikers) may enter play from the Webway Portal instead of their normal way.

    Djinn Blade: Not actually a weapon. Instead, whenever a model with a Djinn blade attacks

    in assault, it gives two addtional power weapon attacks using the same WS/S characteristics.

    However, if doubles are rolled on the to-hit roll, it hits the wielder instead.

    Plasma Grenade: Offensive Grenades

    Phantasm Grenade Launcher: Entire unit counts as having Offensive and Defensivegrenades.

    Soul Trap: If bearer kills an enemy IC or MC in assault, he must make a Ld Test. If he

    succeeds, his strength is doubled. This effect stacks (max 10).

    Clone Field: At the start of each turn, roll a d3. The model may ignore that many attacks

    directed against him this turn (of the controlling player's choice).

    Shadow Field: 2+ Invulnerable save. Roll saves one at a time. If a 1 is rolled, you lose this

    invulnerable save for the rest of the game.

    Drug Dispenser: Model has the Combat Drugs special rule.

    Archangel of Pain: Causes all enemies within 3d6" to make a LD test. If they fail, their WS

    is reduced to 1 for the rest of this turn. Used in the shooting phase instead of firing and onlyonce per game.

    Crucible of Malediction: All psykers within 3d6" must make a Ld test or be removed from

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    play. Single use, used in the shooting phase instead of attacking.

    Ghostplate Armor: 4+ armor save and 6++ Invulnerable Save

    Vehicle Equipment

    Night Shield: When enemies attempt to shoot this vehicle, they get a -6" penalty to their

    range.

    Retrofire Jets: Vehicle can Deep Strike and may fire all it's weapons after deep striking.However, embarked units cannot disembark in the same turn it deep strikes.

    Flickerfield: 5+ Invulnerable Save.

    Chain-snares: If the raider moves over an enemy unit, the unit takes d3+1 hits at S4 AP--

    Enhanced Aethersails: +2d6" extra movement when going flat out.

    "Scary Armor": Enemy units within 6" get -1 on their Ld and must make a Ld test to assault

    the vehicle.

    Grisly Trophies: Friendly units within 12" can re-roll morale tests.

    Shock Prow: Vehicle can tank shock. If it rams, it gets +d3 to it's front armor.

    "Scythes": For every 1 on a close combat to-hit roll against the vehicle, the unit takes a S4

    AP-- hit. "Shard Racks": Units embarked on the transport who fire Splinter Rifles or Splitner Pistols

    may re-roll failed to-hit rolls.