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Version 4
This document in no way attempts to compete with any Games Workshop® products or properties.
It is available for free to players as an unofficial document and does not replace the official Codex: Dark Eldar.
Warhammer, the Dark Eldar, and all Dark Eldar units are registered trademarks of Games Workshop Ltd.
FORCES OF THE DARK ELDAR
This section introduces the forces used by the Dark Eldar, including each unit's profile, special rules, and unique weapons.
EQUIPMENT
The army list is where you can find all of the standard and optional wargear that can be chosen for each unit, as well as
the rules for how these units can be added to your army.
NIGHT HUNTERS
A favored technique of the Dark Eldar is to strike under the cover of darkness. If the Dark Eldar player is able to choose to
go first or second (or if the mission dictates that he is the attacker), then he may roll a D3 and play using the Night
Fighting mission special rule during the corresponding turns listed below.
D3 Turns
1 – Dawn 1, 2
2 – Eclipse 3, 4
3 – Dusk 5, 6, 7
SLAVE RAIDERS
Dark Eldar require the souls of their victims to stay alive, and will almost always take slaves during their raids to bring
back to their lairs. Roll a D6 for every enemy casualty a Dark Eldar unit causes in close combat. Vehicles cannot be taken
as slaves. On a roll of a 4+, that enemy model becomes a captured slave of the attacking unit. Captured slaves are
removed just like other casualties, but they give the Dark Eldar army the following benefits:
• Each Dark Eldar unit gains +10 soul points for each wound their slaves have, including any wounds from added options
such as Daemonic Steeds (to keep track of soul points, write them down next to each unit on a piece of paper). If a unit
with soul points is destroyed, you must transfer soul points to any non-vehicle unit within 6” or else they are lost.
Independent characters must transfer all of their soul points.
• Dark Eldar units are allowed to permanently leave the battlefield by moving off of any board edge during their movement
phase as long as the unit has at least 50 soul points (embarked transports and joined characters may also leave with
these units). Units that leave in this way do not count as being destroyed and are not scored as kill points or victory points
for the opposing player.
• The Dark Eldar player counts as holding 1 additional objective or scoring 1 additional kill point for every 150 soul points
his units have taken off of the board edges. Soul points are also added to the total for victory points if the mission uses it.
TWISTED MINDS
Dark Eldar minds were suspect before the Fall, but afterwards, their thoughts have been perverted in strange and
unexpected ways. Anyone attempting to delve into the mind of a Dark Eldar risks his own sanity in the process. When
targeting a Dark Eldar model with a psychic power, the psyker suffers Perils of the Warp on results of 2, 3, 11, or 12 during
a psychic test.
FEEL NO PAIN, FLEET, HIT & RUN, SCOUT, SKILLED RIDER, STUBBORN
Most Dark Eldar models are Fleet of Foot. In addition, Dark Eldar can gain a variety of other universal special rules
through certain abilities and wargear. It will be listed in each unit’s entry where these rules are used. All of the universal
special rules can be found in the Warhammer 40,000 rulebook.
When riding into battle, lords will take the most exotic weaponry at the kabal's disposal, and this allows them to wade
through the ranks of their enemies, leaving only destruction in their wake. Any fighter who sees the frightening war mask
of a Dark Eldar lord can only hope for a swift death.
WS BS S T W I A Ld Sv
Archon 6 6 3 3 3 7 3 9 5+
Dracon 5 5 3 3 2 6 2 9 5+
WARGEAR
Hell Mask: These masks create an aura of unnatural dread. Any unit attacking the wearer’s unit in close combat must pass
a Leadership test or else they will require 6s to hit.
SPECIAL RULES
Independent Character, Fleet of Foot
Wych Queens
A Cult of Wyches is headed by their most legendary gladiators. Veterans of thousands of arena duels, the Wych Lords are
a force to be reckoned with on the battlefield. They are true masters of hand-to-hand combat, casually disregarding their
opponents’ assaults while dissecting them for the crowd’s or their own enjoyment.
WS BS S T W I A Ld Sv
Wych Archite 6 6 3 3 3 8 3 9 6+
Wych Dracite 5 5 3 3 2 7 2 9 6+
SPECIAL RULES
Independent Character, Fleet of Foot
Wych Tactics Mastery: Wych Lords use special wych weaponry and techniques designed to hinder their opponents.
Models attacking a Wych Queen in close combat lose 1 attack (to a minimum of 1), and require a 5+ roll to hit unless they
would normally require a 6+ to hit. If a model has a rule that allows it to always hit on a set result or higher (such as 2+ for
Khârn The Betrayer), it overrides wych tactics mastery. Models with an unmodified strength of 6 or higher roll to hit Wych
Queens as normal.
Evasive: Wyches have great reflexes which allow them to lithely dodge their opponents’ strikes. They have a 4+
invulnerable save in close combat.
Haemonculi are the most gifted in all of Commorragh at this practice. They usually form independent covens where they
highly sought after by the various Warrior kabals and Wych cults, selling their services to the highest bidder. Occasionally,
a Haemonculus will align himself with a particular Lord where there is a particular benefit to be gained.
Haemonculi usually take to the field with their twisted experiments, such as the unfeeling minions known as Grotesques
and a menacing contraption known as the Talos.
WS BS S T W I A Ld Sv
Haemonculus 4 4 3 4 2 4 2 8 4+
WARGEAR
Range Str AP Type
Destructor Template 4 D6 Assault 1
Stinger 12” X –– Pistol
Paralyzer 12” X –– Pistol
Destructor: A particularly brutal haemonculus weapon, the destructor sprays corrosive acid across mutliple enemies,
melting them into a gelatinous soup in a matter of seconds. The acid solution is unpredictably potent.
Stinger: The Stinger fires a hypodermic needle filled with a virulent poison that causes the target to violently explode. Roll
to hit as normal. The Stinger always wounds on a 2+ with normal saves allowed. If a model becomes a casualty to a
Stinger, place a large blast marker centered over the wounded model’s base. Any models (friend or foe) under the blast
are wounded on a 6+ with normal saves allowed. Any models that are casualties of this blast will explode in the same way.
Paralyzer: Similar to the Stinger in design, the Paralyzer’s needle incapacitates the target with a poison that selectively
attacks the nervous system. It wounds on a 2+ with normal saves allowed. If a model becomes a casualty to the
Paralyzer, lay it on its side. If that model’s unit is charged in the following assault phase, it is captured as a slave by the
unit that charged. If the unit is not charged in the following assault phase, remove the model at the end of the turn.
Scissorhand: A poisoned weapon that wounds on a 2+ and gives it’s wielder +1 Attack.
SPECIAL RULES
Independent Character, Fleet of Foot
Skilled Torturer: Slaves captured by a unit containing a Haemonculus are worth an additional +5 soul points per wound.
The Incubi are a deadly warrior sect for hire within the city of Commorragh. This sect is rumored to have been founded by
a fallen Eldar warrior of great repute, but this cannot be proven. None have ever set foot inside the sect’s dojo aside from
the secretive Incubi themselves and those chosen few who are inducted at a very young age.
Like Haemonculi covens, the Incubi sect strikes deals with various kabals where members serve as unwavering
bodyguards in a city full of assassins. They have no real ties to the Lords they protect, and this makes them perfect for the
job.
WS BS S T W I A Ld Sv
Incubus 5 4 3 3 1 5 1 8 3+
Incubus Master 5 4 3 3 1 6 2 9 3+
Warrior 4 4 3 3 1 5 1 8 5+
WARGEAR
Punisher: This bladed staff creates a shock field that amplifies the force of the blow while splitting armor with its
monomolecular edged blade. It counts as a power weapon in close combat and improves the wearer’s Strength by 1. It
may not be combined with any other close combat weapon except for the tormentor helm.
Tormentor Helm: A head mounted Splinter Pistol that requires no hands to use. It is controlled by thought alone. In close
combat, it gives the wearer +1 Attack.
SPECIAL RULES
Fleet of Foot (Warriors only)
Grotesques
Grotesques are born in the darkest reaches of a Haemonculus’ laboratory, where he or she experiments not only with
physical methods of torture, but also mental and emotional methods. It is with the latter two that a captive may finally
snap, no longer able to perceive its surroundings or itself as anything real.
Grotesques feel nothing but anguish, and have turned upon their own bodies in an attempt to stop the pain. The
Haemonculus is only too willing to help, assisting them in twisting their bodies into cold weapons of malice and hatred that
can be sent against the one’s enemies and kept easily underfoot.
WS BS S T W I A Ld Sv
Grotesque 4 0 4 3 1 4 2 5 5+
SPECIAL RULES
Mutilated: Grotesques care not for the distorted husks of their mutilated bodies. They ignore any wounds inflicted on
them of Strength 5 or less during the shooting phase.
Mindless: A squad of Grotesques requires a Ld test to move or run during any turn where there is no independent
character joined to their squad. They may assault as normal.
Terrifying: If Grotesques are on the winning side of a close combat result, all losing units may not pass their Morale
Check and will proceed to check for Sweeping Advance as normal. Units with Fearless may ignore this rule.
These malevolent blights are not content with the drinking of souls. They must have the flesh as well.
Mandrakes have been warped by the desires of She Who Thirsts and the shifting realities of the more dangerous parts of
the webway. This has led to the evolution of a dangerous hunter intent on feasting upon whatever it can, yet some Lords
find this fringe element uniquely useful. Their ability to remain unseen makes them a great answer to the constant
ambitions of their underlings and competitors, and their fierce attacks make them worthy of a specialized battlefield role.
WS BS S T W I A Ld Sv
Mandrake 4 0 3 3 1 5 1 8 5+
Mandragora 4 0 3 3 1 5 2 8 5+
WARGEAR
Mandrake Claws: These are vicious improvised hooks & claws that Mandrakes can use to swiftly tear apart their victims
rather than trying to cut through armor like other weapons. Mandrake claws count as rending close combat weapons that
allow Mandrakes to re-roll to wound.
SPECIAL RULES
Fleet of Foot
Shadow-skinned: Mandrakes’ shifting skin gives them +2 to their cover saves. They also gain a 5+ cover save on open
ground (do not modify this cover, the +2 is already included) . Mandrakes always strike first when they charge into close
combat.
Hidden Deployment: Instead of deploying Mandrakes normally, place 3 Mandrake models in your deployment zone as
markers for three possible positions where they could be. These markers can only move up to 6” during each of your
movement phases and may do nothing else unless revealed.
Reveal the true location of the Mandrake squad by the start of your third movement phase by placing all models in the
squad within 4” of one of the markers and then moving the marker model into coherency with them by the shortest route.
They may run and assault as normal once revealed. Mandrakes may be kept in reserve like any other unit, but will lose
their hidden deployment and outflank instead.
Dangerous Motives: Mandrakes can be overcome by their unnatural need for blood and gore. Mandrakes will always
charge an enemy if they can (even if the Mandrakes are falling back, in which case they return to fighting as normal). If
there is no enemy unit in range to assault, they will instead charge the nearest friendly unit if able, attacking them as if
they were the enemy. Mandrakes charge before any other units in the assault phase. Mandrakes also may not go to
ground, as their hunger will always drive them onward in their hunt.
These natural borne survivors are chosen to be true members of the cult and are bestowed the title of a Wych for their
cunning ways in the arts of death. Wyches offer their services to kabals to help fund their cult’s costs in resources and
especially souls, but some Wyches also do it because they tire of the scripted nature of arena fights, preferring the
uncontrollable nature of a real battle instead.
WS BS S T W I A Ld Sv
Wych 4 4 3 3 1 6 1 8 6+ 4+
Wych Succubus 4 4 3 3 1 6 2 8 6+ 4+
SPECIAL RULES
Fleet of Foot
Wych Tactics: Wyches use special weapons and techniques in close combat designed to hinder their opponents. Models
attacking Wyches lose 1 attack (to a minimum of 1) and must always roll a 4+ to hit unless they would normally require a
5+ or 6+ to hit. If a model has a rule that allows it to always hit on a set result or higher (such as 2+ for Khârn The
Betrayer), it overrides wych tactics. Models with an unmodified strength of 6 or higher roll to hit Wyches as normal.
Evasive: Wyches have great reflexes which allow them to lithely dodge their opponents’ strikes. They have a 4+
invulnerable save in close combat.
With a kabal, the young Warrior is taught by their Sybarite how to handle the raiding force’s trademark weaponry, from the
deadly monomolecular blade and innocuous splinter rifle to the more advanced dark lance and shredder. These weapons
are rightfully feared all across the galaxy for their potency and ability to inflict excruciating pain and devastation.
WS BS S T W I A Ld Sv
Warrior 4 4 3 3 1 5 1 8 5+
Warrior Sybarite 4 4 3 3 1 5 2 8 5+
SPECIAL RULES
Fleet of Foot
Raiders
More so than anything else, Dark Eldar raids are known for their vast numbers of light and swift Raider transports. These
nimble skimmers break through enemy defenses and unload their vicious passengers right into the enemy’s midst where
they can do the most harm. Many Raiders are known to also sport heavy weaponry so they can lay down devastating fire
right before they close in.
ARMOR
BS Front Side Rear
Raider 4 10 10 10
Seeker Jetbikes
The Seeker Jetbike squads of Dark Eldar kabals are rightly feared by many worlds in the materium. Warriors use them to
unleash a storm of splinters from their mounted guns, only to dart back out of sight before the storm is over. What’s worse,
there is nowhere to hide, as their projectiles seem to weave through and around obstacles to find you!
WS BS S T W I A Ld Sv
Seeker Warrior 4 4 3 3(4) 1 5 1 8 4+
Seeker Sybarite 4 4 3 3(4) 1 5 2 8 4+
SPECIAL RULES
Seeker Jetbike: Use the rules of Eldar Jetbikes and is mounted with two splinter rifles. Any splinter weapon that is
mounted on a Seeker Jetbike is loaded with soul seeker ammunition.
Soul Seeker Ammunition: Sometimes Dark Eldar will imbue the ammunition crystals used in their splinter weapons with
the tortured spirits from captured wraithbone. The shards of these crystals seek out a target, no matter where it is hiding,
and can literally bend around obstacles in its way. Soul seeker ammo allows splinter weapons count as twin-linked and it
does not need line of sight to be fired.
During raids, Reavers fall upon their foes like the wind. Instantly cutting through the ranks to quickly wheel around and
finish off or capture any survivors.
WS BS S T W I A Ld Sv
Reaver Wych 4 4 3(4) 3(4) 1 6 2 8 4+
Reaver Succubus 4 4 3(4) 3(4) 1 6 3 8 4+
SPECIAL RULES
Reaver Jetbike: These bikes use the rules of eldar jetbikes as described in the Warhammer 40,000 rulebook and are
each mounted with a splinter rifle. The multiple blades give the rider +1S and +1A. Both are included in their profiles.
5 Preferred Enemy
6 +1 Attack
Warp Beasts
Certain creatures manefest themselves at the edge between the Webway and the Warp. They are the living embodiment
of nightmares known as Warp Beasts. The Wych Cults love to capture such beasts and add them to their events for
dramatic effect. Accomplished Wyches have learned to bend these creatures to their will and heard them toward their
enemies with similar results.
WS BS S T W I A Ld Sv
Warp Beast 4 0 4 3 1 5 4 5 6+
Beastmaster 4 4 3 3 1 6 2 8 6+
SPECIAL RULES
Fleet of Foot
Beastmaster: The Beastmaster always takes combat drugs with the 12” charge move result so that he can keep up with
his pack. If the Beastmaster is lost, the remaining Warp Beasts in the squad return to the Warp and are removed from
play.
WS BS S T W I A Ld Sv
Hellion Wych 4 4 3 3 1 6 1 8 6+ 5+
Hellion Succubus 4 4 3 3 1 6 2 8 6+ 5+
WARGEAR
Range Str AP Type
Hellglaive 18” 3 5 Assault 3
Net Slinger 12” –– –– Assault 1 Large Blast
Hellglaive: Hellions use this weapon by swinging it as they fire off a rapid series of spinter shots. With practice this allows
them to strafe their shots across several enemies at a time. In close combat, the bladed ends of the Hellglaive allow it to
be used as two close combat weapons.
Net Slinger: When Hellions swoop in from the skies, they will often fire this weapon to tie up their prey. It launches a high-
tensile wire mesh connected to a set of metal pikes which are imbedded into the ground when shot.
When a Hellions unit with a net slinger deep strikes, they may use it to place a single large blast marker centered on an
enemy model anywhere within 12" of them. Scatter the marker D6". Any models hit by the Net Slinger must pass a
Strength Test or their unit will be forced to go to ground. Note that this is not a Morale Check, and so Fearless units are
also susceptible. Each Net Slinger may be used only once per battle.
Skyboard: Models on a skyboard count as jump infantry, but may not choose to move on foot. This means they may not
run during their shooting phase and are not slowed down by difficult terrain when charging into close combat. Skyboards
allow their riders to use the Hit & Run special rule. Skyboards also confer a 5+ invulnerable save, as they are constantly
weaving through the air at breakneck speeds and this makes them difficult targets.
SPECIAL RULES
Hit & Run
Evasive: Wyches have great reflexes which allow them to lithely dodge their opponents’ strikes. They have a 4+
invulnerable save in close combat.
4 Stubborn
5 Preferred Enemy
6 +1 Attack
WS BS S T W I A Ld Sv
Scourge Warrior 4 4 3 3 1 5 1 8 5+
Scourge Sybarite 4 4 3 3 1 5 2 8 5+
WARGEAR
Haywire Grenades: These grenades are extremely effective at disrupting enemy vehicles’ systems because they emit a
wave of electromagnetic energy. Roll to hit for only one attack from each model in close combat with the vehicle. If the roll
to hit is successful, roll a D6. On a 1, the attack does nothing. On a 2 through 5, it causes a glancing hit. On a 6, it causes
a penetrating hit.
Ravagers
The Ravager is a modification of the Raider design built as a heavy weapons platform with unparalleled speed and
maneuverability. It strikes fast and hits hard, but is still almost as lightly armored as the transport it is based on. Luckily,
the Dark Eldar have a few tricks up their sleeves that allow the Ravager to remain undetected while it unloads dark matter
beams upon the enemy.
ARMOR
BS Front Side Rear
Ravager 4 11 11 10
WARGEAR
Dark Veil: A more widely dispersed form of the shadow field, the dark veil effectively cloaks the surrounding area in a
deep and murky gloom. The vehicle gains a +1 to any cover saves it gains from intervening terrain or models (but not from
Flat Out movements).
WS BS S T W I A Ld Sv
Talos 5 3 7 7 3 4 3+D3 – 3+
WARGEAR
Range Str AP Type
Talos Sting 24” X 5 Assault D3
Talos Sting: The Talos is armed with a unique ranged weapon that it fires indiscriminately. It fires in a front arc, exactly
like a hull mounted weapon, hitting every unit (friend or foe) within a 24” range. The projectiles it fires are highly poisonous
and will always wound on a 4+.
Crushing Claws: Haemonculi like to put huge claws on the Talos that can be used to pry open vehicles and can get at
the prey hiding inside. When the Talos is attacking a vehicle, roll to hit as normal. Use one of the hits against the vehicle,
and any additional hits will give the Talos +1 to its armor penetration result.
Scream Channels: A Talos is sometimes equipped with the means to amplify the screams as it’s prey is devoured. This is
a horrendous sound that drains the conviction of any sane being who hears it. Of course the Dark Eldar are far from sane,
so it merely inspires them to assail their victims with renewed intensity! If the Talos has killed at least one model in close
combat, it affects all models (friend or foe) within 6” until the start of its next turn. Dark Eldar models gain the Relentless
special rule, while other models suffer a -1 to the Leadership.
SPECIAL RULES
Fearless
Hover: The Talos hovers above the ground. It can therefore move over friendly or enemy models, but it may not end its
move on top of either. It also ignores impassable terrain and, but otherwise moves normally. The Talos may not end its
move in or on impassable terrain. The Talos takes difficult terrain tests as normal since it is a monstrous creature and not
jump infantry or a skimming vehicle.
Vect holds the allegience of several kabals, cults, and covens, and he always has a huge number of Incubi to protect his
holdings and enforce his will. He is seemingly and strangely immune to the influence of Slaanesh, and yet he regularly
has hundreds of slaves tortured and sacrificed for his own desires.
When he rides into battle, it is always atop his personal Ravager, known as the Dais of Destruction. The Dais carries his
bodyguard for added protection. As an being of vast experience and frighteningly guile, there is little chance of facing him
with any great success.
ARMOR
WS BS S Front Side Rear I A
Dais of Destruction 6 6 4 11(14) 11(14) 10(14) 7 5
SPECIAL RULES
Independent Unit: Asdrubael Vect, his bodyguard, and the Dais of Destruction count as a single unit and may not join
any other unit.
Energy Field: The Dais is protected by a unique energy field that gives it an armor value of 14 against shooting attacks.
Close combat attacks are made against the Dais’ normal armor values.
Dais Close Combat: The Dais uses the rules of a Walker when fighting in close combat.
Kabal Warfare: An army including Asdrubael Vect may be named the Kabal of the Black Heart. The Kabal of the Black
Heart may contain two more Troop choices than are normally allowed. An army may only be named as one cult or kabal.
Then and only then, the shard begins to arc great storms Dark Energies: The body of the Dark Avatar is composed
of crackling energy that are blacker than night, but still of dark unnatural energies that rip apart the fabric of
somehow painful to look at directly. The mask fills with a reality. The Dark Avatar simply ignores most attacks
terrible face and glowing ultraviolet eyes, followed soon against it as it’s incorporeal form simply swallows up all
by a head, and then a neck until a massive 30 ft tall body
matter, giving it a 2+ invulnerable save. When the Dark
has appeared. But to call it a body is not entirely true, for
it takes on the form of the most potent energy in it's Avatar attacks in close combat, all successful to wound
environment. In the webway, that energy is always wispy rolls of 5+ cause instant death. The disorienting effect of
black clouds of antimatter - more a body-shaped hole of these energies also counts as defensive grenades (but it
unreality than anything truly there. may not be used against vehicles).
The massive giant of black fire and purple, hazy light is Blackfire Lightning: The Dark Avatar can wield its dark
now sent to war against the Dark City's most deadly energy as a weapon and shoot it out as a bolt that
enemy. A great host of daemons has been set loose from eradicates all matter with equal ease. Blackfire lightning is
a rift to the Warp. It glides like a ghost, sending great an attack usable in the Dark Avatar’s shooting phase. It
great storms against the invaders, ripping from both this has the following profile:
reality and the Warp with amazing fury. Any daemons who
manage to get close find only an emptiness that swallows
Range
S
AP
Type
their weapons as they are erased from existence with a Blackfire Lightning
18"
9
1
Heavy 1 Blast, Lance, Arcing
blow from the giant's shifting figure.
Arcing: If the Dark Avatar rolls a direct hit on the scatter
Massive towers fall as the battle rages until all the die, center a second and identical blast the distance
daemons are exterminated and their rift unmade by a
rolled on the 2D6 from the center of the first one using the
great blast of dark energies. Having extinguished it's
reserves of life for the time being, the black ghost arrow on the direct hit symbol. Do not reduce the distance
dissipates into swirling smoke. Vect walks to the obsidian of the second blast using the Dark Avatar's BS.
mask and picks it up. Time to hide this away for another
rainy day, he thinks. It's a shame my best warriors have
all seen it, for I dislike losing such loyal and useful
subjects.
Their legendary queen and founder is Qellian Rastma, a victor of thousands of arena air duels and battles. She has
customized her bike with wicked bladed wings that cut through enemy formations like a scythe through the field, and her
pinpoint control of her vehicle allows her to weave a path of destruction through the battlefield with ease.
Her cult roams the shipyards enforcing their will (and taxes) on the returning raiding parties. If any resist, they are quickly
dispatched by the Red Dragon’s trademark gamma weapons.
WS BS S T W I A Ld Sv
Qellian Rastma 6 6 5 3(4) 3 7 5 10 4+
WARGEAR
Dragon's Claw: This special reaver jetbike is fitted with extended blades wreathed in powerful shock fields. It counts as a
power weapon in close combat, and gives Qellian +2 strength, +1 toughness, and +2 attacks (all included).
SPECIAL RULES
Wych Tactics Mastery, Evasive, Independent Character
Exceptional Rider: Qellian Rastma automatically passes any dangerous terrain tests she has to take.
Attack Dive: In Qellian's movement phase, you may declare a special type of move called an attack dive. If you do,
Qellian may pivot once and then must move straight ahead more than 12" and up to 24". At the end of the attack dive,
determine which models she would have come into base contact with along her move and immediately play a round of
close combat between Qellian and those models. Any attacks against Qellian require rolls of 6 to hit during the attack dive
unless the model has a special rule that always hits on a different result.
Qellian is treated as having used Turbo Boost if she makes an attack dive (so she cannot shoot are declare an assault,
but gains a 3+ cover save if moved at least 18" and cannot go to ground). An attack dive does not require that Qellian
remain 1" away from enemy models. If she ends her attack dive within 1" of an enemy model, she counts as having
charged into close combat during the following assault phase.
Cult Warfare: An army with Qellian Rastma can be named the Cult of Red Dragons. The Cult of Red Dragons may field
Reaver squads as Troops, and must do so for at least two Troop choices. Reaver squads in this cult may replace any
blaster or shredder with a dragon's breath at no additional cost. An army may only be named as one cult or kabal.
Range
S
AP
Type
Dragon's Breath
Template
4
4
Assault 1, Melta (within 6")
A.
12” assault move and 3D6” fall back move Goblet of Spite (One per army)
B.
+2 WS A sacred relic from the pleasure cults that existed before
C.
+1 S the Fall, the goblet of spite instills intense hatred among
D.
Stubborn the wych cults. Only a Succubus or Wych Lord may take
E.
Preferred Enemy the goblet of spite. Wyches in a squad that contains the
F.
+1 Attack goblet of spite will always hit on a 3+ in close combat,
G.
Always strike first regardless of other factors.
H.
+1 to rolls for capturing slaves
Wargear 16
Haywire Grenades See page 11. Seeker Jetbike See page 8.
Nightmare Doll (One per army) Soul Seeker Ammo See page 8.
To create a nightmare doll is to transplant tortured psyker
spirits into one’s own mind. Needless to say, this is a risky Splinter Pistol
maneuver in Commorragh, where they see psykers as Dark Eldar often carry the splinter pistol with them into
playthings to be abused, and on the battlefield, where the close combat, where its shard ammo and attached
furies of war can drive you into a feverish delirium. An army combat blade are very effective.
with a nightmare doll may force the opponent to re-roll
when determining who chooses to go first or second. The Splinter Cannon
model that uses the nightmare doll then takes a Strength 3 Splinter technology generates no recoil, which allows a
hit with no saves of any kind allowed. larger version of the system to be hand-held. It is even
usable on the move, making it the perfect weapon for
Paralyzer See page 4. Dark Eldar warriors who would always prefer to get up
close and personal with their victims.
Plasma Grenades
These are a form of assault grenades. The rules for which Splinter Rifle
can be found in the Warhammer 40,000 rulebook. Splinter rifles use a electro-magnetic pulse to break apart
a crystal into shards and propel them at incredible
Poisoned Ammo speeds. The long accelerator barrel of the rifle gives it an
exceptional range among this type of weapon, but the
Splinter weapons very often include a variety of deadly
more directed nature of the shot is only capable of hitting
poisons in their ammunition crystals. Any splinter pistol,
a single target, even at short range.
splinter shotgun, splinter rifle, splinter cannon, or hellglaive
with poisoned ammunition always wounds on a 4+ when
shooting. Splinter Shotgun
A short-ranged version of the splinter rifle, the splinter
Poisoned Blades shotgun covers a wide area with shards. This makes it
very effective against several targets, especially in tight
The Dark Eldar save their deadliest poisons for close
quarters. The splinter shotgun counts a Rapid Fire
combat, where they cen better see the effects of their
weapon when determining if the user may assault.
work. These count as poisoned weapons that wound on a
2+. The rules for poisoned weapons can be found in the
Warhammer 40,000 rulebook. Stinger See page 4.
Trophy Rack
Many Dark Eldar put the heads of their victims on pikes in
the middle of battle just to mock their opponents. If a
model with a trophy rack slays an enemy model in close
combat, it gains +1 Ld for the rest of the battle. This
happens only once per battle.
Webway Portal
Webway portals are generated by portable devices that
rip a hole in the materium to the ancient Eldar-made
interstellar tunnel system where the Dark Eldar reside. A
model carrying a webway portal may use it once per
battle during one of its shooting phases instead of
shooting or running. When the webway portal is used,
place a blast marker anywhere within 1” of the model or
its transport. This blast marker represents the portal.
Reserves that have been designated to arrive via the
webway may move onto the board as if the edge of the
portal were your board edge. Models may move on and
through this portal normally (going into and out of the
webway as they do so), and treat it as area cover with a
cover save of 5+. Any unit rolled in for reserves before a
webway portal is opened will automatically arrive through
the first opened portal, but must wait off the board until
then. If no webway portals can be used, any models
designated to arrive via webway may not enter the game
at all, but they do not count for kill points or victory points.
Dark Eldar units with at least 50 soul points may exit the
board via the webway portals as long as all models can
reach the edge of the marker in their movement phase.
May not be used by models on skyboards or jetbikes.
Wargear 18
VEHICLE UPGRADES
Corpse Adornments Screaming Jets
The vehicle has sharp pikes all over its hull on which the The vehicle is able to fly at high altitude and drop down
corpses of victims are presented to the enemy. An enemy onto the battlefield with the wailing scream of its high-
unit’s Leadership is reduced by 1 for each vehicle with powered jets. Vehicles with screaming jets are allowed to
corpse adornments within 6” of at least one of the unit’s Deep Strike out of reserve and count as moving at cruising
models. speed the turn on which they arrive. Passengers may not
disembark on the turn their vehicle Deep Strikes.
Darkstar Engine
Speed is a way of life for the Dark Eldar, and to be outrun Scythes
often spells defeat. Dark Eldar vehicles can use potent Dark Eldar vehicles often attach monomolecular-edged
dark energy to propel them to incredible velocities. scythes to their hulls. This makes them very dangerous to
Vehicles with a darkstar engine can go an additional 6+D6” assault. Any enemy model in close combat that rolls a 1 to
when moving flat out. If the distance moved is at least 32” hit a vehicle with scythes takes a Strength 5 hit with normal
in a single phase, the vehicle gains +1 to its cover save. armor saves allowed.
The vehicle and models embarked on it may not shoot in
the following phase. If a Raider with a darkstar engine Slave Snares
suffers a Destroyed–explodes! result, the explosion will
The Raider is often seen dangling numerous chains with
always reach the full 6”.
barbs and cruel hooks below it’s hull. These can be used
to sweep across squads of enemies and snag them with
Harpoon Lines the dangling weapons. A Raider with slave snares targets
Raiders can use a set of harpoons that fire out from the any unit that it passes over in the movement phase with a
sides of the vehicle to clamp onto an enemy vehicle and
number of attacks equal to the number of models in that
hold the Raider close to it so that embarked squads can
proceed to attack it. Units embarked on a Raider with unit its hull has passed over. Models may only be passed
harpoon lines may assault a vehicle within 3” of that Raider over once by the Raider. Resolve the attacks as you
without having to disembark or make an assault move. The would for Strength 4 close combat attacks that allow
embarked unit must not have attacked another unit in the armor saves. After removing casualties, continue moving
same turn, and their Raider must not have moved flat out any other models. Casualties from slave snares are
that turn. counted in the following shooting phase for purposes of
checking for 25% casualties for Morale Checks.
Horrorfex
The horrorfex is an upgrade to any single weapon on the Stabilizers
vehicle. The upgraded weapon now has an additional firing A Raider can use a system of gyroscopic stabilizers to
mode similar to that of the terrorfex with an improved range allow passengers embarked on it to fire while moving at
of 18”. This counts as firing a defensive weapon. cruising speed. These systems reroute energy from the
main weapon systems, so only defensive weapons may
Night Shield fire on a turn when stabilizers are used.
Night shields trap and distort light, helping to hide the true
location of the vehicle and often making it seem closer than Torture Amp
it really is. The range of weapons is reduced by 6” when The screams of captured slaves are amplified by
shooting at a vehicle with a night shield. This also affects specialized Haemonculus technology mounted on the
the ability to take two shots with Rapid Fire weapons and vehicle during raids. The anquishing sounds of which allow
the range for 2D6 armor penetration with Melta weapons. It the vehicle to Tank Shock even though it is not a tank. May
also affects spotting distances during Night Fighting. not be combined with Slave Snares.
Template weapons are unaffected.
Vehicle Upgrades 19
DARK ELDAR ARMY LIST
This section details each unit so that you can play battles
using the standard scenarios in the Warhammer 40,000
rulebook. It also gives you the basic information you need
to use Dark Eldar in custom designed scenarios or
campaigns.
Each unit has a concise entry for all of the different things
that define it. Below are listed definitions of each of these
entries.
Unit Profile: At the start of each entry you will find the
name of the unit, the statistics any models that it may USING A FORCE ORGANIZATION CHART
include, and the points of the basic unit without any The army lists are used in conjunction with the force
upgrades. organization chart from a scenario. There are five
categories of units on the chart that correspond to five of
Unit Composition: This entry lists the number of each the sections in the army list. The sixth section is for
model makes up the basic unit. If the composition Dedicated Transports, which do not count as a choice on
includes the word “Unique,” you may only include one of this chart. Each grey-toned box represents one optional
that unit in your army. choice of that type, and each black-toned box represents
a compulsory choice.
Unit Type: This entry refers to the rules of unit types
found in the Warhammer 40,000 rulebook. Each type of MISSIONS & POINTS
unit, such as Infantry, Jump Infantry, or Vehicle has it’s This army list is designed to be used with the Standard
own set of rules for movement, shooting, and assaulting. Missions in the Warhammer 40,000 rulebook. It may also
be used with any other missions, but play balance may be
Wargear: This entry lists each piece of equipment the affected.
models in the basic unit carry. Their points are included in
the unit profile.
KABAL AND WYCH CULT CHARACTERS
Special Rules: This entry lists the special rules of the You’ll notice many of the named characters in the
unit. Some of these rules are found in the Forces section. Dark Eldar army list are drawn from several different
Other rules refer to the Universal Special Rules section of Kabals or Wych Cults, but they can still be used in
the Warhammer 40,000 rulebook. the same army if you wish. This can represent the
occurance of the various factions of Commorragh
Transport: This entry lists any transports the unit may
teaming up for a large raid or for some other reason.
take. The unit entries for these transports can be found in
their own section. The Transports section of the Alternatively, you can use the model and rules for a
Warhammer 40,000 rulebook explains how these nammed character to represent a mighty character
dedicated transports work. from another Wych Cult or Kabal. All you have to do
is come up with a new name, but it can also be more
Options: This entry lists all the upgrades you may add to fun to create your own story for these characters.
the unit if you choose to do so. A model in the unit must This is a perfect way to personalize your army. Just
have the upgrade you’ve chosen visually represented on make sure your opponent is aware of what everything
it or else you may not take it. counts as.
Special Rules:
WS BS S T W I A Ld Sv • Fleet of Foot
Dark Avatar 8 8 6 5 4 7 4 10 4+2+ • Daemon
• Incensing
Unit Composition: Unit Type: • Dark Energies
• 1 (Unique) • Monstrous Creature • Blackfire Lightning
Special Rules:
WS BS S T W I A Ld Sv • Exceptional Rider
Qellian Rastma 6 6 5 3(4) 3 7 5 10 4+ • Attack Dive
• Independent Character
• Wych Tactics Mastery
Unit Composition: Wargear:
• Evasive
• 1 (Unique) • Dragon’s claw
• Cult Warfare
Unit Type:
• Eldar Jetbike
Unit Options:
WS BS S T W I A Ld Sv • The Dracon may be upgraded to an
Archon 6 6 3 3 3 7 3 9 5+ Archon.............................................+25 pts
Dracon 5 5 3 3 2 6 2 9 5+ Model Options:
• Replace the splinter pistol and/or blade
Unit Composition: Wargear: with one of the following:
• 1 Dracon • Splinter pistol - splinter rifle or splinter shotgun.......free
• Close combat weapon - poisoned blade...........................+5 pts
• Plasma grenades - agoniser....................................+20 pts
• Hell Mask - punisher & tormentor helm.......+25 pts
Unit Type:
• Replace the hell mask with one of the
• Infantry
following:
- vexantrope..................................+5 pts
Special Rules:
- mask of the damned.................+10 pts
• Fleet
• Take trophy rack..............................+2 pts
• Slave Raiders
• Take haywire grenades...................+3 pts
• Twisted Minds
• Take gruesome decorations............+4 pts
• Independent Character
• Take poisoned ammo......................+4 pts
• Take soul seeker ammo..................+4 pts
• Take archangel of pain....................+5 pts
• Take terrorfex................................+10 pts
Mounted Assault: Retinue: • Take xenospasm...........................+15 pts
If an Archon takes a The lord of the kabal may • Take crucible of malediction..........+20 pts
seeker jetbike, you may take a kabal retinue. The • Take combat drugs........................+25 pts
take Seeker Jetbike retinue does not count • Take seeker jetbike........................+25 pts
Squads as Troops. against your HQ allowance. • Take shadow field..........................+25 pts
• Take webway portal.......................+50 pts
Unit Options:
WS BS S T W I A Ld Sv • May include up to five additional warriors
Incubus 5 4 3 3 1 5 1 8 3+ .......................................+8 pts per model
Incubus Master 5 4 3 3 1 6 2 9 3+ • All Warriors in the squad may take:
Warrior 4 4 3 3 1 5 1 8 5+ - haywire grenades......+4 pts per model
- soul seeker ammo.....+4 pts per model
Unit Composition: Unit Type: - poisoned ammo.........+4 pts per model
• 5 Warriors • Infantry • Any Warrior may be upgraded to an
incubus with a punisher and a
Wargear: Special Rules: tormentor helm..............+17 pts per model
• Splinter rifle • Fleet of Foot (Warriors only) • One incubus can be upgraded to an
• Close combat weapon • Slave Raiders incubus master…...…...+10 pts per model
• Plasma grenades • Twisted Minds
Model Options:
Dedicated Transport: • Warriors may replace their splinter rifle
May select a Raider (see Dedicated Transports for points cost). with a splinter pistol or shotgun...........free
• The Incubus Master may take:
- gruesome decorations................+4 pts
Unit Options:
WS BS S T W I A Ld Sv • The Dracite may be upgraded to an
Wych Archite 6 6 3 3 3 8 3 9 6+ Archite.............................................+25 pts
Wych Dracite 5 5 3 3 2 7 2 9 6+
Model Options:
Unit Composition: Unit Type: • Replace blade with:
• 1 Dracite • Infantry - poisoned blade...........................+5 pts
- hellglaive...................................+10 pts
Wargear:
Special Rules: - agoniser....................................+20 pts
• Splinter pistol
• Fleet of Foot • Take trophy rack..............................+2 pts
• Close combat weapon
• Slave Raiders • Take haywire grenades...................+3 pts
• Plasma grenades
• Twisted Minds • Take gruesome decorations............+4 pts
• Independent Character • Take poisoned ammo......................+4 pts
Cult Assault: • Wych Tactics Mastery • Take soul seeker ammo..................+4 pts
If a Wych Archite is • Evasive • Take archangel of pain....................+5 pts
taken on foot, you may • Take goblet of spite.........................+5 pts
take Wych Squads as • Take terrorfex................................+10 pts
Troops. • Take xenospasm...........................+15 pts
Retinue: • Take crucible of malediction..........+20 pts
If a Wych Archite takes a The Wych Queen may select a • Take combat drugs........................+25 pts
skyboard, you may take Wych Squad as her retinue if • Take webway portal.......................+50 pts
Hellion Squads of at not taking a skyboard or jetbike. • May choose one of the following:
least 5 models as The retinue does not count - skyboard...................................+15 pts
Troops. against your Elites allowance. - reaver jetbike............................+30 pts
Unit Options:
WS BS S T W I A Ld Sv • Add up to two additional Haemonculi
Haemonculus 4 4 3 4 2 4 2 8 4+ .......................................+32 pts per model
Model Options:
Unit Composition: Unit Type: • Replace paralyzer with:
• 1 Haemonculus • Infantry - stinger.........................................+5 pts
- destructor..................................+10 pts
Wargear: Special Rules: • Replace the hell mask with one of the
• Paralyzer • Fleet of Foot following:
• Scissorhand • Slave Raiders - vexantrope..................................+5 pts
• Hell mask • Twisted Minds - mask of the damned.................+10 pts
• Independent Character • Take trophy rack..............................+2 pts
• Skilled Torturer • Take haywire grenades...................+3 pts
• Take gruesome decorations............+4 pts
• Take archangel of pain....................+5 pts
• Take terrorfex................................+10 pts
Retinue: • Take xenospasm...........................+15 pts
Each Haemonculus may take a squad of 3-5 grotesques as a • Take crucible of malediction..........+20 pts
retinue if he or she does not take a skyboard or jetbike. The • Take nightmare doll.......................+20 pts
retinues do not count against your Elites allowance. Haemonculi • Take shadow field..........................+25 pts
and their retinues may join other units using the rules for • Take combat drugs........................+25 pts
Independent Characters. • Take webway portal.......................+50 pts
• May choose one of the following:
- skyboard...................................+15 pts
- seeker jetbike............................+25 pts
Unit Options:
WS BS S T W I A Ld Sv • Add up to five additional Wyches
Wych 4 4 3 3 1 6 1 8 6+ .....................................+13 pts per model
Wych Succubus 4 4 3 3 1 6 2 8 6+ • The entire squad may take:
- haywire grenades......+3 pts per model
Unit Composition: Special Rules: - poisoned ammo.........+4 pts per model
• 1 Wych Succubus • Fleet of Foot Model Options:
• 4 Wyches • Slave Raiders • Replace up to two Wyches’ splinter
• Twisted Minds pistols with one of the following:
• Wych Tactics - blaster.........................................+5 pts
Unit Type: • Evasive - shredder......................................+5 pts
• Infantry • Wych drugs • The Wych Succubus may replace the
close combat weapon with:
Wargear: Dedicated Transport: - poisoned blade...........................+5 pts
• Splinter pistol May select a Raider (see Dedicated - hellglaive.....................................+5 pts
• Close combat weapon Transports for points cost). - agoniser....................................+20 pts
• Plasma grenades • Take trophy rack..............................+2 pts
• Take haywire grenades...................+3 pts
• Take gruesome decorations............+4 pts
• Take poisoned ammo......................+4 pts
• Take archangel of pain....................+5 pts
• Take goblet of spite.........................+5 pts
• Take terrorfex................................+10 pts
• Take xenospasm...........................+15 pts
• Take crucible of malediction..........+20 pts
• Take combat drugs........................+25 pts
• Take webway portal.......................+50 pts
WS BS S T W I A Ld Sv Options:
Warp Beast 4 0 4 3 1 5 4 5 6+ • Add up to seven additional Warp Beasts
Beastmaster 4 4 3 3 1 6 2 8 6+ .....................................+12 pts per model
Unit Options:
WS BS S T W I A Ld Sv • Add up to five additional Mandrakes
Mandrake 4 0 3 3 1 5 1 8 5+ .....................................+18 pts per model
Mandragora 4 0 3 3 1 5 2 8 5+
Model Options:
• The Mandragora may replace his
Unit Composition: Unit Type: mandrake claws with one of the following:
• 1 Mandragora • Infantry - two poisoned blades.......................free
• 4 Mandrakes - two agonisers............................+10 pts
Special Rules: • The Mandragora may take:
Wargear: • Fleet of Foot - trophy rack..................................+2 pts
• Two mandrake claws • Slave Raiders - gruesome decorations................+4 pts
• Twisted Minds
• Shadow-skinned
• Hidden Deployment
• Dangerous Motives
Options:
WS BS S T W I A Ld Sv • Add up to seven additional Grotesques
Grotesque 4 0 4 3 1 4 2 5 5+ ......................................+15 pts per model
Unit Options:
WS BS S T W I A Ld Sv • Add up to 15 additional Warriors
Warrior 4 4 3 3 1 5 1 8 5+ ........................................+8 pts per model
Sybarite 4 4 3 3 1 5 2 8 5+
Model Options:
Unit Composition: Special Rules: • Replace any splinter rifle with:
• 1 Warrior Sybarite • Fleet of Foot - splinter shotgun or pistol......……...free
• 4 Warriors • Slave Raiders • Replace one splinter rifle with:
• Twisted Minds - blaster or shredder......................+5 pts
• Replace one splinter rifle with:
Unit Type: - dark lance or splinter cannon....+10 pts
• Infantry Wargear: • If the squad numbers 11+ models, one
• Splinter rifle Warrior may replace a splinter rifle with:
• Close combat weapon - blaster or shredder......................+5 pts
• Plasma grenades • If the squad numbers 11+ models, one
Warrior may replace a splinter rifle with:
Dedicated Transport: - dark lance or splinter cannon....+10 pts
May select a Raider (see Dedicated • Replace Sybarite’s blade with on of the
Transports for points cost). following:
- poisoned blade...........................+5 pts
- agoniser....................................+20 pts
• The Sybarite may take:
- trophy rack..................................+2 pts
- haywire grenades.......................+3 pts
- gruesome decorations................+4 pts
- terrorfex....................................+10 pts
- combat drugs............................+25 pts
- webway portal...........................+50 pts
DEDICATED TRANSPORTS
RAIDER..........................................................................35 points Page 8
Options:
ARMOR • May choose one of the following:
BS Front Side Rear - blaster.........................................+5 pts
Raider 4 10 10 10 - shredder......................................+5 pts
- splinter cannon.........................+10 pts
- dark lance.................................+10 pts
Unit Composition: Wargear: - disintegrator..............................+15 pts
• 1 Raider None • May choose one of the following:
- slave snares..............................+10 pts
- torture amp.................................+5 pts
Unit Type: Transport Capacity: • Take corpse adornments.................+5 pts
• Vehicle (Fast, Ten models • Take harpoon lines..........................+5 pts
Skimmer, Open-topped) • Take horrofex...................................+5 pts
• Take scythes....................................+5 pts
• Take stabilizers................................+5 pts
• Take darkstar engine.....................+10 pts
• Take night shield............................+10 pts
• Take screaming jets.......................+10 pts
Unit Options:
WS BS S T W I A Ld Sv • Add up to 5 additional Seeker Warriors
Seeker Warrior 4 4 3 3(4) 1 5 1 8 4+ ……………………..…....+16 pts per model
Seeker Sybarite 4 4 3 3(4) 1 5 2 8 4+ Model Options:
• Replace up to two jetbikes’ splinter rifles
Unit Composition: Special Rules: with a splinter cannon...................+10 pts
• 1 Seeker Sybarite • Slave Raiders • If the squad numbers 10 models, replace
• 4 Seeker Warriors • Twisted Minds up to two jetbike’s splinter rifles one of
the following:
Wargear: - splinter cannon.........................+10 pts
Unit Type: • Seeker jetbike - dark lance.................................+15 pts
• Eldar Jetbike (included in profile) • The Seeker Sybarite may take:
• Splinter shotgun - trophy rack..................................+2 pts
• Soul seeker ammo - haywire grenades.......................+3 pts
• Plasma grenades - gruesome decorations................+4 pts
- poisoned blade...........................+5 pts
- terrorfex....................................+10 pts
- combat drugs............................+25 pts
Unit Options:
WS BS S T W I A Ld Sv • Add up to 5 additional Reaver Wyches
Reaver Wych 4 4 3(4) 3(4) 1 6 2 8 4+ ……………………..…....+18 pts per model
Reaver Succubus 4 4 3(4) 3(4) 1 6 3 8 4+
Model Options:
• Replace up to two Wyches’ splinter
Unit Composition: Special Rules: pistols with blasters or shredders
• 1 Reaver Succubus • Slave Raiders ......................................................+10 pts
• 4 Reaver Wyches • Twisted Minds • If the squad numbers 10 models, replace
• Reaver drugs one Wych’s splinter pistol with a blaster
Unit Type: or shredder....................................+10 pts
Wargear:
• Eldar Jetbike • The Reaver Succubus may choose one
• Reaver jetbike of the following:
(included in profile) - poisoned blade...........................+5 pts
• Splinter pistol - agoniser....................................+20 pts
• Plasma grenades • The Reaver Succubus may take:
- haywire grenades.......................+3 pts
- gruesome decorations................+4 pts
- poisoned ammo..........................+4 pts
- goblet of spite.............................+5 pts
- terrorfex....................................+10 pts
- combat drugs............................+25 pts
Unit Options:
WS BS S T W I A Ld Sv • Add up to 5 additional Hellion Wyches
Hellion Wych 4 4 3 3 1 6 1 8 6+ 5+ ……………………..…....+16 pts per model
Hellion Succubus 4 4 3 3 1 6 2 8 6+ 5+ • The entire squad may take haywire
grenades........................+3 pts per model
Unit Composition: Unit Type:
Model Options:
• 1 Hellion Succubus • Jump infantry
• Replace up to two Wyches’ hellglaives
• 4 Hellion Wyches
with shredders...............................+10 pts
• The Hellion Succubus may replace
Wargear: Special Rules: hellglaive with one of the following:
• Skyboard • Slave Raiders - splinter pistol, poisoned blade....+5 pts
• Hellglaive • Twisted Minds - splinter pistol, agoniser.............+20 pts
• Evasive • The Hellion Succubus may take:
• Hellion drugs - trophy rack..................................+2 pts
- haywire grenades.......................+3 pts
- gruesome decorations................+4 pts
- poisoned ammo..........................+4 pts
- goblet of spite.............................+5 pts
- terrorfex....................................+10 pts
- net slinger.................................+15 pts
- combat drugs............................+25 pts
Unit Options:
WS BS S T W I A Ld Sv • Add up to 5 additional Scourge Warriors
Scourge Warrior 4 4 3 3 1 5 1 8 5+ ......................................+14 pts per model
Scourge Sybarite 4 4 3 3 1 5 2 8 5+ • The entire squad may take:
- soul seeker ammo.....+4 pts per model
Unit Composition: Unit Type: Model Options:
• 1 Scourge Sybarite • Jump Infantry • Replace splinter rifle with:
• 4 Scourge Warriors - splinter shotgun or pistol......……...free
• Replace up to three splinter rifles with
Wargear: Special Rules: one of the following:
• Splinter rifle • Fleet of Foot - blaster.........................................+5 pts
• Close combat weapon • Slave Raiders - splinter cannon.........................+10 pts
• Plasma grenades • Twisted Minds - dark lance.................................+10 pts
• Haywire grenades • If the squad numbers 10 models, replace
up to three splinter rifles with one of the
following:
- blaster.........................................+5 pts
- splinter cannon.........................+10 pts
- dark lance.................................+10 pts
• Replace Scourge Sybarite’s blade with
one of the following:
- poisoned blade...........................+5 pts
- agoniser....................................+20 pts
• The Scourge Sybarite may take:
- trophy rack..................................+2 pts
- gruesome decorations................+4 pts
- terrorfex....................................+10 pts
- combat drugs............................+25 pts
- webway portal...........................+50 pts
Options:
WS BS S T W I A Ld Sv • May take scream channels
Talos 5 3 7 7 3 4 3+D3 – 3+ ......................................................+20 pts
ARMOR
WS BS S Front Side Rear I A
Asdrubael Vect 6 6 4 11(14) 11(14) 10(14) 7 5