Codex - Dark Eldar Angry Emo Edition

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PDF version of the February version of the codex - Click to download.

INTRODUCTION

Gather your forces from the wicked Wych Cults, wretched Haemonculus Covens and the merciless Dark Eldar Kabals and let the lesser races know that despite their best efforts at survival, they will never be more than your personal playthings!

DISCLAIMER

Games Workshop in no way endorses any of the Angry Codices. No infringement is intended with the Angry Codices. The intent of the Angry Initiative is NOT to make Games Workshop go out of business, but rather to bring the game part of the hobby up to speed with the most detailed setting of any game and arguably also the best miniatures of any miniature wargame.

THE ANGRY INITIATIVE

The Angry Initiative is about making more fair and fun codices. The core principle of the Angry Initiative is letting you play with the miniatures you own and love and punishing people as little as possible for making the "wrong" modelling and purchasing strategies. All fluff and pictures are left out, this makes room for all Forgeworld units and supplemental rules in the main codex, meaning you only need one book for each faction you play. The codices can be found here.

BALANCING

The balancing system is based on 10 Space Marines with a Sergeant, the Objective Secured, 6+ Feel No Pain special rules and a single Tactical Doctrines available, as being worth 130 pts, a plasma gun for said Squad being worth 15 pts, a lascannon for said squad being worth 20 pts and a Rhino for said Squad being worth an additional 35 pts. Worth meaning that the amount of situations in which taking the option is better is not overwhelming compared to the amount of situations in which the options is worse. For example, 130 full Tactical Squads in Rhinos should be good in as many situations as 165 full Tactical Squads without Rhinos.

Units and options are put into a points range between a point value where they counter all the things they should counter (light armoured anti-armour units should counter heavy armoured anti-armour units and medium armoured anti-armour units) and get countered by all the things they should be countered by (light armoured anti-armour units should get countered by light armoured anti-light units). They are moved around within this range based on results from playtesting and debates on the discussion pages of codices. Note that while calculations have been made for the proper point range for many units and options, others have been placed based on the notions of what units are being played by competitive players in 40k at the moment.

The intent is not for the costs shown to be the final costs, but rather the start of a discussion which will eventually lead to the most balanced codices possible within the framework of a game where units are meant to counter and be countered by other units. The PDF codices are updated at most once each month to allow you to get a better feel for how good units are before they are changed. Clarification and errors in grammar and wording is changed as they are found on 1d4chan.

ABOUT

A changelist can be found here. This codex was made by the 1d4chan community and managed by the Angry Pirate. This codex was published by adding ?action=render at the end of the name of the codex' web page on 1d4chan and copy pasting the whole thing into Microsoft Word. Margins are at 0,5", the Georgia font is used for everything, except the front page which is Stencil. The logo was made in paint by writing on a coloured background and then using the "fill with colour" tool on the background. The art at the top of pages in the PDFs were extracted with the smallpdf website and edited in Microsoft paint.

FEEDBACK

Battle reports can be posted and read here. General feedback of the Angry Codices can be made here. Feedback on this codex can be made here.

FORCES OF THE DARK ELDAR

The following section details rules information that describe the forces used by the Dark Eldar – their malevolent warriors, their sleek vehicles and the ancient characters that lead them to battle. This section will enable you to forge your collection of Dark Eldar miniatures into an army ready to fight battles in your games of Warhammer 40,000.

CHOOSING AN ARMY

When choosing an army to play a game of Warhammer 40,000, there are two main ways of organising your collection. These are the Unbound method, which means taking no Detachments with the exception of Formations instead you may include any Datasheets and Formations you like, and the Battle-forged method, which requires all units to be part of a Detachment or Formation. Both are described fully in Warhammer 40,000: The Rules.

The Realspace Raid is a special type of Detachment. Unlike the Detachments shown in Warhammer 40,000: The Rules, it has a Force Organisation Chart whose slots are a combination of specific Formations and Army List Entries instead of Battlefield Roles. When no army list entries are presented in an entry, the entry is a Formation, which can be found at the end of the Datasheets section. However, it still has compulsory and optional elements, as well as Restrictions and Command Benefits, just like any other Detachment.

Although units cannot normally belong to more than one Detachment, units from a Formation that is part of a Realspace Raid are an exception. They count as part of both their Formation and the Detachment, and have all associated Command Benefits and special rules. If your Warlord is part of a Formation or an Army List Entry that makes up part of a Realspace Raid, that entire Realspace Raid is your Primary Detachment.

REALSPACE RAID

RESTRICTIONS:

This Detachment must include at least one Core choice and one Auxiliary choice. It may include any number of additional Core choices, up to three Command choices and any number of additional Auxiliary choices. All Command, Core and Auxiliary choices must be chosen from those presented below.

COMMAND BENEFITS:

  • Four Dimensional Schemes: All units in this Detachment have the Outflank special rule.

COMMAND CHOICES:

LEGENDS OF MURDER AND TORTURE

  • Drazhar, Lelith Hesperax, or Urien Rakarth

CORE CHOICES:

KABALITE RAIDING PARTY

WYCH CULT

SCARLET EPICUREANS

AUXILIARY CHOICES:

ARENA FIGHTERS

  • 1 Beastmaster Hunt or Reaver Clique

CORPSETHIEF CLAW

COVENITE FLESHCORPS

DARK ARTISAN

GROTESQUERIE

KABALITE FIRE SUPPORT

  • 1 Razorwing Jetfighter, Ravager, Raven Strike Fighter, Reaper, Tantalus, or Voidraven Bomber

SCALPEL SQUADRON

SHADOW DAEMONS OF COMMORARGH

  • 1 Mandrake Pack

THE EXALTED COURT OF BARON SATHONYX

TWISTED MERCENARIES

  • 1 Hellion Court, Scourge Flock or Incubi Brotherhood

DARK ELDAR WARGEAR LIST

These lists detail the points values of various items of wargear available to Dark Eldar units. Only models specifically noted as having access to one of these lists may access the list. While in unit entries models are said to be able to "take items" from one or more lists, the list will specify whether or not the model may take more than one item from the list. Rules for these items can be found in the Appendix

HEAVY WEAPONS

A model may replace its ranged weapon with one of the following:
- Bright halberd...10 pts
- Haywire blaster1...10 pts
- Heat lance1...10 pts
- Shard cannon...15 pts

RELICS OF AFFLICTION

- Khaideshi Hermavores...10 pts
- Syndriq's Sump...10 pts
- The Nightmare Doll...30 pts
- The Orbs of Despair...15 pts
- The Panacea Perverted...15 pts
- The Vexator Mask...5 pts

RELICS OF CRUELTY

Each Artefact of Cruelty may only be taken once per army. A model may take one of the following:
- Djin Blade...30 pts
- The Animus Vitae...30 pts
- The Archangel of Pain...30 pts
- The Armour of Misery3...15 pts
- The Helm of Spite...25 pts

SPECIAL WEAPONS

A model may replace its ranged weapon with one of the following:
- Darklight blaster...15 pts
- Shredder...10 pts

TOOLS OF TORMENT

A model may replace their ranged and/or Melee Weapon with one of the following:
- Hexrifle...5 pts
- Liquifier gun...15 pts
- Stinger pistol...5 pts

WEAPONS OF TORTURE

A model may replace their Melee weapon with one of the following:
- Agoniser...25 pts
- Electrocorrosive whip2...20 pts
- Flesh gauntlet...10 pts
- Mindphase gauntlet...5 pts
- Scissorhand...10 pts
- Venom blade2...10 pts

1 Scourges only.
2 Acothyst only.
3 Archon only.

DATASHEETS

HQ

ARCHON

WS BS S T W I A Ld Sv
Archon 8 7 3 3 3 7 4 10 4+
Scourge Archon 8 8 3 3 3 7 4 10 4+
Reaver Archon 8 7 3 4 3 7 4 10 3+


UNIT TYPE

Infantry (Character). The Scourge Archon is Jump Infantry (Character). The Reaver Archon is Eldar Jetbike (Character)

UNIT COMPOSITION

1 Archon...55 pts

WARGEAR:

  • Close combat weapon
  • Ghostplate armour
  • Plasma grenades
  • Shard rifle (Reaver Archon only)
  • Shard pistol

SPECIAL RULES:

  • Fleet
  • Independent Character
  • Night Vision
  • Power from Pain

OPTIONS:

  • May take a phantasm grenade launcher...15 pts
  • May take the Combat Drugs special rule...5 pts
  • May take items from the Relics of Cruelty lists.
  • May replace close combat weapon with one of the following:
- Agoniser...30 pts
- Huskblade...30 pts
- Power sword...20 pts
  • May take any of the following:
- Haywire grenades...5 pts
- Soul-trap...10 pts
- Phantasm grenade launcher...15 pts
- Webway portal...10 pts
  • May take one of the following:
- Clone field...20 pts
- Shadow field...40 pts
  • May replace shard pistol with one of the following:
- Darklight blaster...15 pts
- Darklight pistol...15 pts
  • May be upgraded to one of the following:
- May be upgraded to a Scourge Archon:...20 pts
- May be upgraded to a Reaver Archon:...30 pts
  • May take one of the following Warlord Traits:
-Drug Lord...20 pts
-Night Attacker...free
-Murderous Assailant...free
-Malignant Mastermind...free
-Paragon of Evil...10 pts

DRAZHAR

WS BS S T W I A Ld Sv
Drazhar 10 7 4 4 3 7 4 10 2+


UNIT TYPE

Infantry (Character)

UNIT COMPOSITION

1 (Unique)...190 pts

WARGEAR:

  • Demiklaives

SPECIAL RULES:

  • Eternal Warrior
  • Fearless
  • Fleet
  • Independent Character
  • Night Vision
  • Power from Pain
  • Rampage
  • Master of Blades: Drazhar can only join Incubi Brotherhoods. Whilst Drazhar is part of an Incubi unit, all Incubus and Klaivex models in the unit add +2 to their Weapon Skill.

HAEMONCULUS

WS BS S T W I A Ld Sv
Haemonculus 4 4 3 4 2 5 2 9 6+
Haemonculus Ancient 5 5 3 4 3 5 3 9 6+


UNIT TYPE

Infantry (Character)

UNIT COMPOSITION

1 Haemonculus...30 pts

WARGEAR:

  • Splinter pistol
  • Two close combat weapons

SPECIAL RULES:

  • Agony Unleashed
  • Feel No Pain
  • Independent Character
  • Night Vision
  • Master of Pain: The model and his unit treat the current turn as being one higher than it actually is when determining what special rules they benefit from as the result of the Power from Pain and/or Agony Unleashed special rules. This is cumulative with the Agonising special rule.

OPTIONS:

  • May be upgraded to a Haemonculus Ancient...15 pts
  • May take items from the Weapons of Torture and/or Tools of Torment
  • May take a single item from the Relics of Affliction list.
  • May take one of the following Warlord Traits:
-Intimidating Presence...free
-Lead by Example...free
-Master of Ambush...free
-Night Attacker...free
-Well Prepared...free

URIEN RAKARTH

WS BS S T W I A Ld Sv
Urien Rakarth 5 5 3 5 3 5 3 9 6+


UNIT TYPE

Infantry (Character)

UNIT COMPOSITION

1 (Unique)...140 pts

WARGEAR:

  • Clone field
  • Close combat weapon
  • Ichor injector
  • Casket of flensing
Range S AP Type
12" 3 3 Assault 2D6, One Use Only


WARLORD TRAIT:

  • Ancient Evil: The Warlord and his unit have the Fear, Eternal Warrior and It Will Not Die special rules.

SPECIAL RULES:

  • Feel No Pain (4+)
  • Fleet
  • Independent Character
  • Night Vision
  • Unleashed Agony
  • Father of Pain: The model and all friendly units within 12" treat the current turn as being one higher than it actually is when determining what special rules they benefit from as the result of the Power from Pain and/or Agony Unleashed special rules. This special rule has no effect on units which include a Haemonculus or a Haemonculus Ancient.

SUCCUBUS

WS BS S T W I A Ld Sv
Succubus 8 6 3 3 3 8 4 9 6+


UNIT TYPE

Infantry (Character)

UNIT COMPOSITION

1 Succubus...75 pts

WARGEAR:

  • Close combat weapon
  • Plasma grenades
  • Shardpistol

SPECIAL RULES:

  • Combat Drugs
  • Crusader
  • Dodge
  • Fleet
  • Independent Character
  • Night Vision
  • Power from Pain
  • Rampage
  • Swiftstride

OPTIONS:

  • May take one of the following special rules:
- Dance of Doom...10 pts
Close Combat Attacks made by a model with this special rule gain the Instant Death special rule on to wound rolls of 6 while fighting in a challenge.
- Dance of Air...5 pts
A model with this special rule may move during the Movement phase and Run during the Shooting phase, despite being locked in combat, ignoring intervening models. She must, if possible, end her move in base contact with an enemy model.
- Dance of Shadows...10 pts
At the start of the Close Combat Phase, a model with this special rule may choose one enemy model in base contact that is not either a Vehicle or a Monstrous Creature. That model loses D3 Attacks to a minimum of 1.
- Dance of Blood...15 pts
A model with this special rule gains D6 attacks instead of D3 from the Rampage special rule.
- Dance of Death...5 pts
Close combat attacks made by a model with this special rule are resolved at AP 5.
  • May take one of the following Warlord Traits:
- Coordinated Assault...20 pts
- Master of the Vanguard...free
- Night Attacker...free
- Tenacity...free
- The Dust of a Thousand Worlds...10 pts
  • May replace shard pistol with darklight pistol...15 pts
  • May take haywire grenades...5 pts
  • May take a webway portal...10 pts
  • May take items from the Relics of Cruelty lists.
  • May replace close combat weapon or splinter pistol with one of the following:
- Agoniser...40 pts
- Archite glaive...35 pts
- Power sword...30 pts
  • May replace close combat weapon and splinter pistol with one of the following:
- Shardnet and Impaler...15 pts
- Two Hydra Gauntlets...15 pts
- Two Razorflails...15 pts

LELITH HESPERAX

WS BS S T W I A Ld Sv
Lelith Hesperax 9 9 3 3 3 9 5 9 6+


UNIT TYPE

Infantry (Character)

UNIT COMPOSITION

1 (Unique)...150 pts

WARGEAR:

  • Plasma grenades
  • Two close combat weapons

WARLORD TRAIT:

  • Legendary Fighter: Your army gains 1 Victory Point for each enemy character slain by your Warlord in a challenge.

SPECIAL RULES:

  • Fleet
  • Independent Character
  • Night Vision
  • Power from Pain
  • Rampage
  • Swiftstride
  • A League Apart: Lelith Hesperax re-rolls all failed to Hit and To Wound rolls whilst fighting a Challenge.
  • The Penetrating Blade: Lelith's close combat weapons are AP 2.
  • Quicksilver Dodge: Lelith Hesperax has a 4+ Invulnerable save. This is increased to a 3+ invulnerable save against all wounds inflicted in close combat. It is further increased by a point, (Both against close combat attacks and shooting attacks), if Lelith Hesperax is within 6" of a model with a Flickerfield.

Options:

  • May take an impaler...15 pts

TROOPS

KABALITE WARRIOR GANG

WS BS S T W I A Ld Sv
Kabalite Warrior 4 4 3 3 1 5 1 8 5+
Sybarite 4 4 3 3 1 5 2 8 5+


UNIT TYPE

Infantry. The Sybarite is Infantry (Character)

UNIT COMPOSITION

5 Kabalite Warriors...40 pts

WARGEAR:

  • Close combat weapon
  • Shard rifle

SPECIAL RULES:

  • Fleet
  • Night Vision
  • Power from Pain

OPTIONS:

  • May include up to 15 additional Kabalite Warriors...8 pts/model
  • One Kabalite Warrior may be upgraded to a Sybarite...5 pts
  • The Sybarite may replace their close combat weapon with one of the following:
- Agoniser...8 pts
- Power sword...5 pts
  • The Sybarite may take haywire grenades...5 pts
  • The Sybarite may take a phantasm grenade launcher...10 pts
  • The Sybarite may replace his Shard Rifle with one of the following:
- Darklight pistol...15 pts
- Shard pistol...free
  • One Kabalite Warrior may take items from the Special Weapons list. If the Squad numbers 20 models, then up to two Kabalite Warriors may do so.
  • If the squad numbers 10 models a model may replace his shard rifle with an item from the Heavy Weapons List, if the squad numbers 20 models up to two models may replace their shard rifles with an item from the Heavy Weapons List.
  • The unit may select a Raider or Venom as a Dedicated Transport.

WRACK CELL

WS BS S T W I A Ld Sv
Wracks 3 3 3 4 1 4 1 8 6+
Acothyst 3 3 3 4 1 4 2 9 6+


UNIT TYPE

Infantry

UNIT COMPOSITION

5 Wracks...35 pts

WARGEAR:

  • Two Wrack Tools

SPECIAL RULES:

  • Agony Unleashed
  • Combat Drugs
  • Feel no Pain
  • Night Vision

OPTIONS:

  • May include up to fifteen additional Wracks...7 pts/model
  • For every five models in the unit one Wrack may replace one wrack tool with one of the following:
- Liquifier gun...15 pts/model
- Ossefactor...15 pts/model
  • One model may be upgraded to an Acothyst...10 pts
  • The Acothyst may take items from the Weapons of Torture and/or Tools of Torment lists.
  • The unit may select a Raider or Venom as a Dedicated Transport.

WYCH CLIQUE

WS BS S T W I A Ld Sv
Wych 5 4 3 3 1 6 1 8 6+
Hekatrix 5 4 3 3 1 6 2 9 6+


UNIT TYPE

Infantry. The Hekatrix is Infantry (Character)

UNIT COMPOSITION

5 Wyches...50 pts

WARGEAR:

  • Close combat weapon
  • Plasma grenades
  • Shard pistol

SPECIAL RULES:

  • Combat Drugs
  • Crusader
  • Dodge
  • Fleet
  • Night Vision
  • Power from Pain
  • Rampage
  • Swiftstride

OPTIONS:

  • The squad may include up to 10 additional Wyches...10 pts/model
  • One Wych may be upgraded to a Hekatrix...5 pts/model
  • The Hekatrix may replace their close combat weapon with one of the following:
- Agoniser...25 pts
- Power sword...15 pts
  • The Hekatrix may replace her Shard Pistol with a darklight pistol...15 pts
  • The Hekatrix may take haywire grenades...5 pts
  • The Hekatrix may take a phantasm grenade launcher...10 pts
  • One Wych may take replace their close combat weapon and splinter pistol with one of the following. If the squad numbers ten or more models, then up to three Wyches may do so.
- Shardnet and Impaler...5 pts
- Two Hydra Gauntlets...5 pts
- Two Razorflails...5 pts
  • The unit may select a Raider or Venom as a Dedicated Transport.

ELITES

BLOODBRIDE CLIQUE

WS BS S T W I A Ld Sv
Bloodbride 6 4 3 3 1 8 2 9 6+
Syren 6 4 3 3 1 8 3 9 6+


UNIT TYPE

Infantry. The Syren is Infantry (Character)

UNIT COMPOSITION

5 Bloodbrides...80 pts

WARGEAR:

  • Monomolecular dagger
  • Plasma grenades
  • Shard pistol

SPECIAL RULES:

  • Combat Drugs
  • Crusader
  • Dodge
  • Fleet
  • Night Vision
  • Power from Pain
  • Rampage
  • Swiftstride

OPTIONS:

  • The squad may include up to 5 additional Bloodbrides...16 pts/model
  • The entire unit may take haywire grenades...2 pts + 1 pt/model
  • One Wych may be upgraded to a Syren...10 pts
  • The Syren may replace their close combat weapon with one of the following:
- Agoniser...25 pts
- Power sword...15 pts
  • The Syren may replace her shard pistol with a darklight pistol...15 pts
  • The Syren may take a Phantasm Grenade Launcher...10 pts
  • One Bloodbride replace their close combat weapon and shard pistol. If the squad numbers ten or more models, then up to three Bloodbrides may do so.

A model may replace their close combat weapon and splinter pistol with one of the following:

- Shardnet and Impaler...5 pts
- Two Hydra Gauntlets...5 pts
- Two Razorflails...5 pts
  • The unit may select a Raider or Venom as a Dedicated Transport.

COURT OF THE ARCHON

WS BS S T W I A Ld Sv
Lhamaean 5 4 3 3 1 5 2 9 5+
Ur-Ghul 4 0 4 3 1 5 3 3 -
Medusae 4 4 3 3 1 5 1 9 4+
Sslyth 4 4 5 5 2 4 3 3 5+


UNIT TYPE

Infantry

UNIT COMPOSITION

1 Lhamaean, 1 Ur-Ghul, 1 Medusae, 1 Sslyth...65 pts

WARGEAR:

Lhamaean

  • Shaimeshi blade
  • Splinter pistol

Medusae

  • Eyeburst

Sslyth

  • Shardcarbine
  • Shard pistol
  • Sslyth Blade

SPECIAL RULES:

Lhamaean

  • Fleet
  • Night Vision
  • Power from Pain

Medusae

  • Fleet
  • Power from Pain

Ur-Ghul

  • Fear
  • Feel No Pain
  • Fleet
  • Furious Charge

Sslyth

  • Feel No Pain
  • Fleet

OPTIONS:

  • May add up to 8 of the following in any combination:
- Lhamaean...8 pts/model
- Medusae...25 pts/model
- Sslyth...25 pts/model
- Ur-ghul...7 pts/model
  • The unit may select a Raider or Venom as a Dedicated Transport.

MANDRAKE PACK

WS BS S T W I A Ld Sv
Mandrake 4 4 4 3 1 5 3 8 -
Nightfiend 5 4 4 3 1 5 4 9 -


UNIT TYPE

Infantry. The Nightfiend is Infantry (Character)

UNIT COMPOSITION

3 Mandrakes...36 pts

WARGEAR:

  • Baleblast
  • Close combat weapon

SPECIAL RULES:

  • Daemon
  • Fear
  • Fleet
  • Infiltrate
  • Move Through Cover
  • Night Vision
  • Power from Pain
  • Rending
  • Shrouded
  • Stealth

OPTIONS:

  • May include up to seven additional Mandrakes...12 pts/model
  • One model may be upgraded to a Nightfiend...10 pts

GROTESQUE CELL

WS BS S T W I A Ld Sv
Grotesque 4 1 5 5 3 4 3 3 6+
Aberration 4 1 5 5 4 4 4 4 6+


UNIT TYPE

Infantry. The Abarration is Infantry (Character)

UNIT COMPOSITION

3 Grotesques...105 pts

WARGEAR:

  • Close combat weapon
  • Flesh gauntlet

SPECIAL RULES:

  • Agony Unleashed
  • Bulky
  • Combat Drugs
  • Feel no Pain
  • Night Vision
  • Rampage

OPTIONS:

  • May include up to seven additional Grotesques...105 pts/model
  • Any model may replace their close combat weapon with a liquifier gun...15 pts
  • One model may be upgraded to an Aberration...10 pts
  • The Aberration may take items from the Weapons of Torture list.
  • The unit may select a Raider as a Dedicated Transport.

INCUBI BROTHERHOOD

WS BS S T W I A Ld Sv
Incubi 7 4 3 3 1 5 2 9 3+
Klaivex 8 5 3 3 1 6 3 9 3+


UNIT TYPE

Infantry. The Klaivex is Infantry (Character)

UNIT COMPOSITION

3 Incubi...66 pts

WARGEAR:

  • Klaive
  • Tormentor

SPECIAL RULES:

  • Fleet
  • Night Vision
  • Power from Pain
  • Rampage (Klaivex only)
  • Stubborn

OPTIONS:

  • May include up to seven additional Incubi...22 pts/model
  • One model may be upgraded to a Klaivex...15 pts
  • The Klaivex may replace his Klaive with Demiklaives...5 pts
  • The Klaivex may take a Bloodstone...15 pts
  • The unit may select a Raider or Venom as a Dedicated Transport.

KABALITE TRUEBORN GANG

WS BS S T W I A Ld Sv
Kabalite Trueborn 4 4 3 3 1 5 2 9 4+
Dracon 5 5 3 3 2 5 3 9 4+


UNIT TYPE

Infantry. The Dracon is Infantry (Character)

UNIT COMPOSITION

5 Trueborn...70 pts

WARGEAR:

  • Ghostplate armour
  • Lightbane blade (power sword)
  • Splinter rifle
  • Splinter pistol

SPECIAL RULES:

  • Fleet
  • Night Vision
  • Power from Pain
  • Stubborn (Dracon Only)

OPTIONS:

  • May include up to 5 extra Kabalite Trueborn...14 pts/model
  • The entire unit may take the Combat Drugs special rule...2 pts/model
  • The entire unit may take haywire grenades...2 pts + 1 pt/model
  • Up to four Kabalite Trueborn may take items from the Special Weapons list.
  • Up to two Kabalite Trueborn may take items from the Heavy Weapons list.
  • For every Scourge Archon in a Detachment/Formation, one unit of Trueborn in the same Detachment/Formation may be upgraded with the Scourge Modifications special rule...5 pts/model

A model with the Scourge Modifications special rule changes its unit type to Jump Infantry and adds +1 to its Ballistic Skill characteristic.

  • One Kabalite Trueborn may be upgraded to a Dracon...20 pts
  • The Dracon may take a shadow field...40 pts

A shadow field confers a 2+ invulnerable save. The shadow field save is lost for the rest of the battle at the end of any phase in which the model suffers one or more unsaved Wounds.

  • The Dracon may replace his splinter pistol with a darklight pistol...15 pts
  • The Dracon may replace his lightbane blade with an agoniser...5 pts
  • The Dracon may take a phantasm grenade launcher...10 pts
  • If the unit includes a Dracon it may select two of the following upgrades:
- Sons of Darkness...20 pts

Models with this special rule gain the Shrouded special rule.

- Xeriak Ammunition...20 pts

Any ranged weapons with the Poison (4+) special rule fired by models with this upgrade gain the Poison (2+) special rule.

- Cold-Blooded Killers...10 pts

All models in a unit with this upgrade re-roll failed To Hit rolls when firing Overwatch.

- Murderous Prowess...25 pts

All models in a unit with this upgrade gain the Preferred Enemy (Infantry) Special rule.

- Interceptors...10 pts

All models in a unit with this upgrade gain the Interceptor special rule.

- Superior Resources...5 pts

Two additional models in a unit with this upgrade may take items from the Heavy Weapons list.

FAST ATTACK

BEASTMASTER HUNT

WS BS S T W I A Ld Sv
Beastmaster 4 4 3 3 1 6 1 8 5+
Khymerae 4 0 4 4 1 6 3 5 -
Razorwing Flock 3 0 2 2 4 6 4 5 -
Clawed Fiend 3 0 5 5 3 5 4 5 4+


UNIT TYPE

Beasts. Beastmasters and Razorwing Flocks are Jet Pack Beasts

UNIT COMPOSITION

1 Beastmaster...10 pts

WARGEAR:

Beastmaster

  • Close combat weapon
  • Shard pod

SPECIAL RULES:

Beastmaster

  • Jink
  • Night Vision
  • Power from Pain

Khymerae

  • Daemon
  • Flicker Attacks: While within 6" of a model with a Flickerfield, models with this Special Rule gain the Rending special rule.

Razorwing Flock

  • Eternal Warrior
  • Furious Charge
  • Rending
  • Swarms

Clawed Fiend

  • Rage

OPTIONS:

  • May take up to 12 of the following:
- Beastmaster...10 pts/model
- Khymerae...10 pts/model
- Razorwing Flock...18 pts/model
- Clawed Fiend...30 pts/model
  • Any Beastmaster may replace their close combat weapon with one of the following:
- Agoniser...20 pts
- Power sword...10 pts

HELLION COURT

WS BS S T W I A Ld Sv
Hellion 4 4 3 3 1 6 2 8 5+
Helliarch 5 4 3 3 1 6 3 9 5+
Baron Sathonyx 6 6 3 3 3 6 4 9 5+


UNIT TYPE

Jump Infantry. The Helliarch and Baron Sathonyx are Jump Infantry (Character)

UNIT COMPOSITION

5 Hellions...75 pts

WARGEAR:

  • Hellglaive
  • Phantasm grenade launcher (Baron Sathonyx only)
  • Plasma grenades
  • Shard pod

SPECIAL RULES:

  • Combat Drugs
  • Dodge
  • Fleet
  • Hit & Run
  • Jink
  • Night Vision
  • Power from Pain
  • Precision Strikes
  • Precision Shots
  • Skilled Rider
  • Bones of the Seer: (Baron Sathonyx only) An army including Baron Sathonyx may re-roll the dice to determine which player chooses sides.
  • Master of the Skies: (Baron Sathonyx only) Baron Sathonyx and his unit may re-roll their Initative test when trying to make a Hit and Run move and may re-roll the distance when they perform their Hit and Run move, the second result stands, even if it is worse.
  • Night Shroud: (Baron Sathonyx only) All models in Sathonyx' unit have the Stealth special rule.

OPTIONS:

  • May include up to fifteen additional Hellions...15 pts/model
  • One model may be upgraded a Helliarch...10 pts
  • One Helliarch may be upgraded to Baron Sathonyx...80 pts
  • The Helliarch may take a phantasm grenade launcher...15 pts
  • The Helliarch may replace their Hellglaive with one of the following:
- Splinter pistol and agoniser...20 pts
- Splinter pistol and power sword...15 pts
- Splinter pistol and stunclaw...10 pts

RAIDER

BS FA SA RA HP
Raider 4 11 10 10 3


UNIT TYPE

Vehicle (Skimmer, Fast, Open-topped, Transport)

UNIT COMPOSITION

1 Raider...85 pts

WARGEAR:

  • Disintegrator cannon
  • Night shield

SPECIAL RULES:

  • Deep Strike
  • Night Vision

TRANSPORT:

  • Transport Capacity: Ten models.

OPTIONS:

  • May exchange disintegrator cannon with bright halberd...5 pts
  • May take one of each of the following:
- Webway portal...5 pts
- Chain-snares...2 pts
- Aethersail...5 pts
- Grisly trophies...10 pts
- Shock prow...5 pts
- Torment grenade launcher...15 pts
- Weapon storage...15 pts

REAVER CLIQUE

WS BS S T W I A Ld Sv
Reaver 4 4 3 4 1 6 1 8 5+
Arena Champion 4 4 3 4 1 6 2 9 5+


UNIT TYPE

Eldar Jetbike. The Arena Champion is Eldar Jetbike (Character)

UNIT COMPOSITION

3 Reavers...48 pts

WARGEAR:

  • Blade vanes
  • Close combat weapon
  • Shard rifle
  • Shard pistol

SPECIAL RULES:

  • Combat drugs
  • Hit & Run
  • Night Vision
  • Power from Pain
  • Skilled Rider

OPTIONS:

  • May include up to 9 additional Reavers...16 pts/model
  • One Reaver may be upgraded to an Arena Champion...10 pts
  • The Arena Champion may replace their close combat weapon with one of the following:
- Agoniser...25 pts
- Power sword...15 pts
  • For every three models in the unit, one Reaver may replace their splinter rifle with one of the following:
- Heat lance...10 pts/model
- Darklight blaster...15 pts/model
  • For every three models in the unit, one Reaver may replace their blade vanes with one of the following:
- Grav-talon...15 pts/model
- Cluster caltrops...15 pts/model

SCOURGE FLOCK

WS BS S T W I A Ld Sv
Scourge 4 5 3 3 1 5 1 8 4+
Solarite 4 5 3 3 1 5 2 9 4+


UNIT TYPE

Jump Infantry. The Solarite is Jump Infantry (Character)

UNIT COMPOSITION

5 Scourges...100 pts

WARGEAR:

  • Ghostplate armour
  • Plasma grenades
  • Splinter carbine

SPECIAL RULES:

  • Acute Senses
  • Fleet
  • Night Vision
  • Outflank
  • Power from Pain
  • Avian Hunters: While a unit with this special rule shoots at a Flying Monstrous Creature or a Flyer it gains the Skyfire special rule.

OPTIONS:

  • May include up to 5 additional Scourges...20 pts/model
  • Up to four Scourges may take items from the Special Weapons and/or Heavy Weapons lists, if the squad numbers ten models, two additional Scourges may take items from the Special Weapons and/or Heavy Weapons lists.
  • One Scourge may be upgraded to a Solarite...5 pts
  • The Solarite may replace its splintercarbine with one of the following:
- Splinter pistol...free
- Splinter pistol and venom blade...5 pts
- Splinter pistol and power lance...10 pts
- Splinter pistol and agonizer...15 pts
  • The Solarite may replace its splinter pistol with a darklight pistol...10 pts

RAVEN STRIKE FIGHTER

BS FA SA RA HP
Razorwing Jetfighter 4 10 10 10 2


UNIT TYPE

Vehicle (Flyer)

UNIT COMPOSITION

1 Raven Strike Fighter...100 pts

WARGEAR:

  • Splinter cannon
  • Twin-linked bright halberd

SPECIAL RULES:

  • Night Vision
  • Skilled Rider
  • Supersonic
  • Vector Dancer

OPTIONS:

  • May exchange four implosion missiles with four necrotoxin missiles...20 pts
  • May exchange twin-linked shard rifle with shard cannon...30 pts
  • May replace both disintegrator cannons with two bright halberds...20 pts

RAZORWING JETFIGHTER

BS FA SA RA HP
Razorwing Jetfighter 4 11 11 10 3


UNIT TYPE

Vehicle (Flyer)

UNIT COMPOSITION

1 Razorwing Jetfighter...130 pts

WARGEAR:

  • Four implosion missiles
  • Night shield
  • Twin-linked shard rifle
  • Two disintegrator cannons

SPECIAL RULES:

  • Night Vision
  • Supersonic

OPTIONS:

  • May exchange four implosion missiles with four necrotoxin missiles...20 pts
  • May exchange twin-linked shard rifle with shard cannon...30 pts
  • May replace both disintegrator cannons with two bright halberds...20 pts

VENOM

BS FA SA RA HP
Venom 4 11 10 10 2


UNIT TYPE

Vehicle (Skimmer, Fast, Open-topped, Transport)

UNIT COMPOSITION

1 Venom...75 pts

WARGEAR:

  • Flickerfield
  • Shard cannon
  • Shard rifle

SPECIAL RULES:

  • Deep Strike
  • Night Vision

TRANSPORT:

  • Transport Capacity: Five models.

OPTIONS:

  • May exchange shard cannon and shard rifle for twin-linked shard cannon...5 pts
  • May take one of each of the following:
- Webway portal...5 pts
- Chain-snares...2 pts
- Grisly Trophies...5 pts

HEAVY SUPPORT

CRONOS CELL

WS BS S T W I A Ld Sv
Cronos 3 3 5 7 3 2 3 10 3+


UNIT TYPE

Monstrous Creature

UNIT COMPOSITION

1 Cronos...100 pts

WARGEAR:

  • Spirit syphon
  • Spirit tendrils

SPECIAL RULES:

  • Agony Unleashed
  • Fearless
  • Feel No Pain
  • Night Vision

OPTIONS:

  • May include up to two additional Cronos...100 pts/model
  • Any model may take one of the following:
- Spirit probe...40 pts/model

All friendly units with the Feel No Pain (6+) and/or Feel No Pain (5+) special rules within 12” of a model armed with a Spirit Probe gain the Feel No Pain (4+) special rule.

- Spirit vortex...25 pts/model

RAVAGER

BS FA SA RA HP
Ravager 4 11 11 10 3


UNIT TYPE

Vehicle (Skimmer, Fast, Open-topped)

UNIT COMPOSITION

1 Ravager...115 pts

WARGEAR:

  • Night shield
  • Three disintegrator cannons

SPECIAL RULES:

  • Deep Strike
  • Night Vision

OPTIONS:

  • May exchange three disintegrator cannons with three bright halberds...15 pts
  • May take any of the following:
- Webway portal...5 pts
- Chain-snares...1 pts
- Aethersail...2 pts
- Shock prow...2 pts
- Torment grenade launcher...5 pts

REAPER

BS FA SA RA HP
Ravager 4 11 11 10 3


UNIT TYPE

Vehicle (Skimmer, Fast, Open-topped)

UNIT COMPOSITION

1 Reaper...135 pts

WARGEAR:

  • Night shield
  • Storm vortex projector

SPECIAL RULES:

  • Deep Strike
  • Night Vision

OPTIONS:

  • May exchange three disintegrator cannons with three bright halberds...15 pts
  • May take any of the following:
- Webway portal...5 pts
- Chain-snares...1 pts
- Aethersail...2 pts
- Shock prow...2 pts
- Torment grenade launcher...5 pts

TALOS CELL

WS BS S T W I A Ld Sv
Talos 5 3 7 7 3 2 3 10 3+


UNIT TYPE

Monstrous Creature

UNIT COMPOSITION

1 Talos...120 pts

WARGEAR:

  • Twin-linked splinter cannon
  • Two close combat weapons

SPECIAL RULES:

  • Agony Unleashed
  • Fearless
  • Feel No Pain
  • Night Vision

OPTIONS:

  • May include up to two additional Talos...120 pts/model
  • Any model may replace one of its close combat weapons with one of the following:
- Twin-linked liquifier gun...5 pts/model
- Ichor injector...10 pts/model
- Chain-flails...25 pts/model
  • Any model may replace its twin-linked splinter cannon with one of the following:
- Stinger pod...free
- Twin-linked heat lance...free
- Twin-linked haywire blaster...5 pts/model
  • The entire unit may take one of the following:
- Hunter Pattern...10 pts/model

All models in the unit gain the Precision Strikes and Preffered Enemy (characters) special rule.

- Riaxos Pattern...30 pts/model

All models in the unit change their unit type to Jump Monstrous Creature.

- Chainghoul Pattern...5 pts/model

All models in the unit gain the Hatred special rule.

- Ironback Pattern...25 pts/model

All models in the unit change their Sv to 2+.

- Behemoth Pattern...30 pts/model

All models in the unit add +3 to their Strength characteristic.

TANTALUS

BS FA SA RA HP
Tantalus 4 12 12 10 4


UNIT TYPE

Vehicle (Skimmer, Fast, Open-topped, Tank)

UNIT COMPOSITION

1 Tantalus...180 pts

WARGEAR:

  • Aethersail
  • Flickerfield
  • Night shield
  • Two twin-linked disintegrator cannons

SPECIAL RULES:

  • Deep Strike
  • Night Vision
  • Scythevanes: When moving Flat Out, you may choose a single enemy unit the Tantalus moved over during its Flat Out move. The chosen unit suffers D6 S 7 AP2 hits, vehicles instead suffer a single S 7 AP2 hit with the Armourbane special rule. The attack counts as coming from the direction the Tantalus approached from.

TRANSPORT:

  • Transport Capacity: Sixteen models.

OPTIONS:

  • May exchange three disintegrator cannons with three bright halberds...15 pts
  • May take any of the following:
- Webway portal...5 pts
- Shock prow...2 pts
- Torment grenade launcher...5 pts

VOIDRAVEN BOMBER

BS FA SA RA HP
Voidraven Bomber 3 12 11 10 3


UNIT TYPE

Vehicle (Flyer)

UNIT COMPOSITION

1 Voidraven Bomber...180 pts

WARGEAR:

  • Flickerfield:
  • Two void pulses
  • Void mine

SPECIAL RULES:

  • Night Vision
  • Strafing Run
  • Supersonic

OPTIONS:

  • May exchange two void pulses with two darklight scythes...20 pts
  • May take one of the following:
- Four necrotoxin missiles...40 pts
- Four monoscythe missiles...50 pts

FORMATIONS

CORPSETHIEF CLAW

FORMATION:

  • 1 Talos Cell

RESTRICTIONS:

The unit of Talos must include 5 models, even though this is not normally allowed.

SPECIAL RULES:

  • Freakish Spectacle: Enemy units within 12" of one or more models with this special rule suffer a -1 penalty to their Leadership value.
  • Let the Harvest Begin: Each time a unit from this Formation completely destroys an enemy non-vehicle unit in close combat, the controlling player scores 1 Victory Point.

COVENITE FLESHCORPS

FORMATION:

  • 1 Haemonculus or Haemonculus Ancient
  • 3 Wrack Cells

RESTRICTIONS:

All Wrack Cells in this Formation must take a Raider as a Dedicated Transport.

SPECIAL RULES:

  • Freakish Spectacle: Enemy units within 12" of one or more models with this special rule suffer a -1 penalty to their Leadership value.
  • Master of Flesh: As long as the Formation's Haemonculus or Haemonculus Ancient is alive, his Master of Pain special rule affects all units of Wracks in this Formation within 12", not just his own unit.

DARK ARTISAN

FORMATION:

  • 1 Haemonculus or Haemonculus Ancient
  • 1 Talos Cell
  • 1 Cronos Cell

RESTRICTIONS:

The Talos Cell as well as the Cronos Cell may not add any additional models.

SPECIAL RULES:

  • Freakish Spectacle: Enemy units within 12" of one or more models with this special rule suffer a -1 penalty to their Leadership value.
  • Follow Me, My Children!: All units in this Formation must be fielded as a single unit, even though this is not normally allowed. Models with the Independent Character special rule cannot join this unit.
  • Master of Diabolical Machines: This Formation's Talos and Cronos add 1 to the Weapon Skill and Initiative characteristics on their profile.

GROTESQUERIE

FORMATION:

  • 1 Haemonculus or Haemonculus Ancient
  • 2 units of Grotesques

RESTRICTIONS:

None.

SPECIAL RULES:

  • Freakish Spectacle: Enemy units within 12" of one or more models with this special rule suffer a -1 penalty to their Leadership value.
  • Latest Experiments: After determining Warlord Traits, but before deploying the first unit in your army, roll a D6 and look up the result on the table to the right. All units of Grotesques in this Formation receive the characteristics bonus or special rule listed on the table for the duration of the battle.
D6 Result
1 +1 Strength
2 +1 Toughness
3 Fleet
4 Shred
5 Rage
6 Feel No Pain (4+)

KABALITE RAIDING PARTY

FORMATION:

  • 1 Archon
  • 0-1 Court of the Archon
  • 2-6 Kabalite Warrior Gangs
  • 1-3 Kabalite Trueborn Gangs

RESTRICTIONS:

  • All units in this formation which can select a Dedicated Transport must do so.

SPECIAL RULES:

  • Hunt from the Shadows: The Night Fighting rules in your game are in effect one turn more than they otherwise would be, meaning if a the Night Fighting rules would normally be in play only on the first turn they are instead in effect in the first two turns, if the Night Fighting rules would normally not be used they are instead used on the first game turn.
  • Ruler of the Kabal: If the Archon in this formation is your warlord you may re-roll the result on any of the Warlord Traits tables.

THE EXALTED COURT OF BARON SATHONYX

FORMATION:

  • 3+ Hellion Courts

RESTRICTIONS:

  • One unit must include Baron Sathonyx, all other units must include a Helliarch.

SPECIAL RULES:

  • Skymasters: Units with this special rule may re-roll their Initative test when trying to make a Hit and Run move and may re-roll the distance when they perform their Hit and Run move, the second result stands, even if it is worse.

SCALPEL SQUADRON

FORMATION:

  • 2 Wrack Cells

RESTRICTIONS:

All units of Wracks in this Formation must take a Venom as a Dedicated Transport.

SPECIAL RULES:

  • Freakish Spectacle: Enemy units within 12" of one or more models with this special rule suffer a -1 penalty to their Leadership value.
  • First Pickings: If a unit from this Formation completes the First Blood Secondary Objective, the controlling player scores 1 additional Victory Point.
  • Surgical Excision: All of the Wrack units in this Formation begin the game embarked upon their Venom transports, and must be placed in Reserve. All units in this Formation arrive automatically in the controlling player's first turn, and must deploy by Deep Strike.

SCARLET EPICUREANS

FORMATION:

  • 1 Haemonculus or Haemonculus Ancient
  • 1 Cronos Parasite Engine
  • 2 units of Wracks

RESTRICTIONS:

None.

SPECIAL RULES:

  • Freakish Spectacle: Enemy units within 12" of one or more models with this special rule suffer a -1 penalty to their Leadership value.
  • Macabre Collectors: All units of Wracks from this Formation that are within 12" of this Formation's Haemonculus or Haemonculus Ancient have the Precision Strikes special rule.
  • Master of Epicureans: The units of Wracks in this Formation treat the current turn as being one higher than it actually is when determining what special rules they benefit from as the result of the Power from Pain special rule. This is cumulative with the Master of Pain or Father of Pain special rules.

WYCH CULT

FORMATION:

  • 1 Succubus
  • 2-6 Wyche Clique
  • 1-3 Bloodbride Clique

RESTRICTIONS:

None.

SPECIAL RULES:

  • Blood Dancers: Infantry models from this Formation may re-roll invulnerable saving throw results of 1 and have the Move Through Cover special rule.

APPENDIX

This section of the book details many of the rules for using an army of the Dark Eldar in your games of Warhammer 40,000.

LEVELS OF ALLIANCE

Models with the Dark Eldar faction treat Allies of Convenience as Battle Brothers for the purpose of Warlord traits.

Models with the Dark Eldar Faction have the following levels of alliance with other units from different Factions in the same army:

Battle Brothers: Dark Eldar.

Allies of Convenience: Craftworld Eldar, Eldar Corsairs, Eldar Exodites, Harlequins.

Desperate Allies: Orks, Tau Empire

Come the Apocalypse: Adepta Sororitas, Adeptus Custodes, Adeptus Mechanicus, Aeronautica Imperialis, Chaos Daemons, Chaos Space Marines, Genestealer Cults, Grey Knights, Imperial Guard, Inquisition, Legion of the Damned, Mutants and Heretics, Necrons, Officio Assasinorum, Sisters of Silence, Space Marines, Space Wolves, Tyranids.

SPECIAL RULES

A Dark Eldar army uses a number of special rules that are common to several of its units, which are collected here for your convenience. Special rules that are unique to particular units are presented in the relevant unit entry instead. Other, more common rules are simply listed by name – these are all described in full in the Special Rules section of Warhammer 40,000: The Rules.

AGONY UNLEASHED AND POWER FROM PAIN

At the start of each game turn, look up the game turn number on the relevant table. All models with the relevant special rule gain the special rules listed on the table.

Agony Unleashed Table

Turn Number Special Rules
1 None
2 Fearless.
3 Fearless, It Will Not Die.
4 Fearless, It Will Not Die, Zealot.
5 Fearless, It Will Not Die, Zealot, Furious Charge.
6+ Fearless, It Will Not Die, Zealot, Furious Charge, Eternal Warrior.

Power From Pain Table

Turn Number Special Rules
1 None
2 Feel no Pain (6+)
3 Feel no Pain
4 Feel no Pain, Furious Charge
5 Feel no Pain, Furious Charge, Fearless
6+ Feel no Pain, Furious Charge, Rage, Fearless

COMBAT DRUGS

If you have any models with the Combat Drugs special rule, roll a dice at the start of the game, before deployment and consult the combat drugs table below. All models with the Combat Drugs special rule add +1 to the relevant characteristic:

D6 Bonus
1 Adrenalight: Attack
2 Grave Lotus: Strength
3 Hypex: Initiative
4 Painbringer: Toughness
5 Serpentin: Weapon Skill
6+ Splintermind: The model gains the Stubborn special rule, in addition you may roll once more on the Combat Drugs table.

DODGE

A model with this rule has a 4+ invulnerable in the fight sub-phase. While within 6" of a model with a flickerfield, this save is changed to 4+ invulnerable save against shooting attacks and 3+ invulnerable save against close combat attacks.

SWIFTSTRIDE

Units with one or more models with this rule may run twice during the shooting phase.

WARLORD TRAITS

COORDINATED ASSAULT

In the Assault phase, your Warlord and all friendly units within 12" of him reroll To Hit rolls of 1.

DRUG LORD

Roll two dice whenever you determine the effect of Combat Drugs and choose which result applies.

INTIMIDATING PRESENCE

Enemy units within 12" of the Warlord must use their lowest Leadership value, not the highest.

LEAD BY EXAMPLE

Any ‘Secure Objective X’ Tactical Objective, where X is a number between 1 and 6, that is scored because your Warlord or his unit controls that Objective Marker, scores 1 additional Victory Point.

MASTER OF AMBUSH

Your Warlord and three non-vehicle units of your choice have the Infiltrate special rule.

MASTER OF THE VANGUARD

Your Warlord, and all friendly units within 12", add 1" to the distance that they can move when they Run or Charge.

NIGHT ATTACKER

If you choose to use the Night Fighting rules in your game, there is no need to roll – it is Night on the first turn, and all models in your army have the Night Vision special rule.

MURDEROUS ASSAILANT

The Warlord may re-roll failed To Hit and To Wound rolls of 1 while fighting in a Challenge.

MALIGNANT MASTERMIND

After Infiltration and Scout moves but before the game begins you may redeploy D3 units in your army, including placing them in reserve.

PARAGON OF EVIL

All Splinter Rifles, Shard Weaponry, and weapons with the Melee type, and not the Unwieldy type, carried by models in a unit joined by the Warlord gain the Master-Crafted Special Rule.

TENACITY

Your Warlord has the Feel No Pain special rule.

THE DUST OF A THOUSAND WORLDS

Your Warlord, and all friendly units within 12", have the Move Through Cover special rule.

WELL PREPARED

Generate one additional Tactical Objective on your First Turn.

RANGED WEAPONS

BALEBLAST

Range S AP Type
12" 4 5 Assault 1, Soul Blaze, Mark of Twilight

Mark of Twilight: During the Assault phase, a unit firing this weapon may be removed from the table and then placed in Close Combat with a unit it caused at one Wound to (saved or otherwise. This counts as a disordered charge.

BLOODSTONE

Range S AP Type
Template 3 3 Assault 1

BRIGHT HALBERD

Range S AP Type
Sweeping beam 36" 7 2 Heavy 1, Twin-linked
Piercing burst 36" 7 2 Heavy 1, Lance

DARKLIGHT WEAPONS

Range S AP Type
Darklight blaster 12" D 3 Assault 1, Darklight
Darklight pistol 6" D 3 Pistol, Darklight
Darklight scythe 24" D 1 Assault 1

Darklight: When rolling on the strength D table, subtract 2 from the D6 result. Treat any result below 2 as a 1.

DISINTEGRATOR CANNON

Range S AP Type
36" 5 2 Assault 3

EYEBURST

Range S AP Type
Template 4 3 Assault 1

HAYWIRE BLASTER

Rage S AP Type
24" 4 4 Assault 1, Haywire

HEAT LANCE

Range S AP Type
18" 6 1 Assault 1, Melta, Lance

HEXRIFLE

Range S AP Type
36" x 4 Assault 1, Arcane Payload, Sniper

Arcane Payload: Any Precision shot made with this weapon has the Instant Death special rule.

MISSILE WEAPONS

Range S AP Type
Monoscythe missile 48" 6 2 Assault 1, Blast, One Use Only
Necrotoxin missile 48" 1 5 Assault 1, Fleshbane, Ignores Cover, Large Blast, One Use Only
Implosion missile 48" 7 2 Assault 1, One Use Only

OSSEFACTOR

Range S AP Type
36" 1 2 Assault 1, Boneshards, Calcific Spears, Fleshbane

Boneshards: A unit which suffers an unsaved wound by this model gains a shardstorm counter. This weapon does not benefit from the Shred special rule when shooting at units with one or more shardstorm counter.
Calcific Spears: If a non-vehicle model is removed as a casualty due to an unsaved Wound caused by this weapon, that model’s unit immediately suffers D6 additional hits. These hits are Randomly Allocated and have the Ignores Cover special rule. The Strength of these hits is equal to the Toughness characteristic of the model removed as a casualty, and they are resolved at AP-.

LIQUIFIER GUN

Range S AP Type
Template 4 D6 Assault 1

PHANTASM GRENADE LAUNCHER

Range S AP Type
12" 3 5 Assault 1, Blast, Poison (4+), Soulfright, Pinning

Soulfright: Any unit which suffers one or more unsaved wounds from a weapon with this special rule during your shooting phase, suffer a -2 penalty to their Leadership characteristic until the start of the Close Combat phase.

SHARD WEAPONS

Range S AP Type
Shard pistol 12" 4 - Pistol, Shardstorm, Pinning
Shard rifle 24" 4 - Pistol, Shardstorm, Pinning
Shard pod 18" 3 5 Assault 2, Shardstorm, Pinning
Shard cannon 36" 4 4 Heavy 1, Large Blast, Shardstorm, Pinning

Shardstorm: When a unit suffers one or more unsaved wounds, from a weapon with this rule, place a Shardstorm counter next to the unit. All other weapons with the Shardstorm type that fire at the unit gain the Shred type. Remove all Shardstorm counters at the end of each phase.

SHREDDER

Range S AP Type
Template 6 - Assault 1, Shardstorm, Shred, Pinning

Shardstorm: When a unit suffers one or more unsaved wounds, from a weapon with this rule, place a Shardstorm counter next to the unit. All other weapons with the Shardstorm special rule that fire at the unit gain the Shred special rule. Remove all Shardstorm counters at the end of each phase.

SPLINTER WEAPONS

Range S AP Type
Splinter carbine 18" 1 5 Assault 3, Poisoned (4+)
Splinter cannon 36" 1 5 Salvo 4/6, Poisoned (4+)
Splinter rifle 24" 1 5 Rapid Fire, Poisoned (4+)

SPIRIT WEAPONS

Range S AP Type
Spirit tendrils - User 2 Melee, Spirit Leech
Spirit syphon Template User - Assault 1, Torrent, Spirit Leech
Spirit vortex 30” User - Assault 1, Spirit Leech

Spirit Leech: When a model, using a weapon with this rule, causes an unsaved wound(s) all Cronos in it's pass It Will Not Die rolls on a 2+ until the start of your opponents turn. In addition, all Cronos in the unit increase their Strength by 1 (to a maximum of Strength 10) until the end of the game.

STINGER WEAPONS

Range S AP Type
Stinger pistol 12" 1 5 Pistol, Fleshbane
Stinger pod 12" 1 5 Assault 1, Blast, Fleshbane

VOID PULSE

Range S AP Type
24" 8 2 Assault 1, Blast

STORM VORTEX PROJECTOR

Range S AP Type
Blast 24" 5 4 Heavy 1, Blast, Haywire, Pinning
Beam 24" 7 3 Heavy 3, Haywire

VOID MINE

Range S AP Type
- D 1 Bomb 1, Blast, One Use Only

MELEE WEAPONS

AGONISER

Range S AP Type
- User 3 Melee, Poison (4+)

ARCHITE GLAIVE

Range S AP Type
- +1 2 Melee, Two-handed

CHAIN-FLAILS

Range S AP Type
- User 2 Melee, Shred, Rampage

HELLGLAIVE

Range S AP Type
- +1 5 Melee, Two-handed

HUSKBLADE

Range S AP Type
- User 2 Melee, Dissolving Strike

Dissolving Strike: Any model suffering an unsaved wound from a weapon with this rule will suffer a -2 penalty to it's Toughness characteristic for the rest of the game. This effect can reduce a model to a Toughness of 0 which will result in the model being removed as a casualty.

HYDRA GAUNTLETS

Range S AP Type
- User 5 Melee, Shred, Specialist Weapon

ICHOR INJECTOR

Range S AP Type
- User - Melee, Fleshbane, Lethal Dose

Lethal Dose: Any To Wound roll of a 6 inflicted by this weapon has the Instant Death special rule.

IMPALER

Range S AP Type
- User 5 Melee, Impale

Impale: A model fighting with an impaler re-rolls all To Wound rolls of a 1 when fighting in close combat.

ELECTROCORROSIVE WHIP

Range S AP Type
- User 5 Melee, Concussive, Poisoned (5+)

MONOMOLECULAR DAGGER

Range S AP Type
- User - Melee, Shred, Monomolecular Blade

Monomolecular Blade: For each To Wound roll of a 6, the target automatically suffers a Wound, regardless of its Toughness. These Wounds are resolved at AP3.

SHAIMESHI BLADE

Range S AP Type
- User - Melee, Poisoned (2+), Lethal Dose

Lethal Dose: Any To Wound roll of a 6 inflicted by this weapon has the Instant Death special rule.

SHARDNET AND IMPALER

Range S AP Type
- User 5 Melee, Ritual Pair

Ritual Pair: A model fighting with a shardnet and impaler always gains the +1 bonus Attack for fighting with more than one Melee weapon. A model fighting with a shardnet and impaler re-rolls all To Hit and To Wound rolls of 1 in close combat.

SSLYTH BLADE

Range S AP Type
- User 4 Melee, Rending

STUNCLAW

Range S AP Type
- +1 6 Melee, Snatched

Snatched: When fighting in a challenge, this weapon has the Instant Death special rule.

RAZORFLAIL

Range S AP Type
- User 5 Melee, Blade Whip, Precision Strikes, Specialist Weapon

Blade Whip: If a melee weapon has the Blade Whip special rule it re-rolls all failed To Hit rolls.

VENOM BLADE

Range S AP Type
- User - Melee, Poisoned (2+)

ARCANE WARGEAR

Rules for haywire grenades and plasma grenades can be found in Warhammer 40,000: The Rules.

BLADE VANES

All Hammer of Wrath attacks made by a model with bladevanes are resolved at Strength 4 and have the Rending special rule.

CLONE FIELD

A clone field confers a 4+ invulnerable save.

CLUSTER CALTROPS

A model armed with cluster caltrops makes D6 Hammer of Wrath attacks instead of just one. These are resolved at Strength 6 and have the Rending special rule.

GRAV-TALON

All Hammer of Wrath attacks made by a model with a grav-talon are resolved at Strength x AP 1 and have the Concussive and Graviton special rules.

SHADOW FIELD

A shadow field confers a 2+ invulnerable save. The shadow field save is lost for the rest of the battle at the end of any phase in which the model suffers one or more unsaved Wounds.

SOUL TRAP

A model with a soul-trap receives +1 Strength (up to a maximum of Strength 10) for the rest of the battle for each unsaved Wound it inflicts in a challenge on an enemy character.

TORMENTOR

Models striking a unit which contains one or more models armed with a tormentor reduce their WS to 3 while making To Hit rolls.

WEBWAY PORTAL

If a model with a webway portal is in Reserves or Ongoing Reserves, then the model and any unit it has joined or is embarked upon has the Deep Strike special rule. This model, the model's unit and the model's Transport will not scatter if arriving from Deep Strike Reserve.

ARMOUR

GHOSTPLATE ARMOUR

Ghostplate armour confers a 4+ Armour Save and a 6+ invulnerable save.

VEHICLE WARGEAR

AETHERSAILS

A vehicle armed with an aethersail can move up to 24" when it moves Flat Out.

CHAIN-SNARES

A vehicle with chain-snares is allowed to Tank Shock even if it is not a Tank. This does not allow the vehicle to Ram.

FLICKERFIELD

A model with a flickerfield has a 5+ invulnerable save. All friendly non-vehicle units within 6" gain a 6+ invulnerable save.

GRISLY TROPHIES

Units which disembarking from a vehicle with Grisly Trophies gain the Fear special rule until the end of the turn.

NIGHT SHIELD

A model with night shield has the Stealth special rule. All friendly non-vehicle units within 6" counts as obscured and gain a 5+ cover save.

SHOCK PROW

A vehicle with a shock prow can Tank Shock and Ram even if it is not a Tank. In addition, when the vehicle executes a Ram, it is treated as having a front Armour Value of 14 when working out the effect of the Ram upon both the vehicle and its target.

TORMENT GRENADE LAUNCHER

All enemy units within 6" of a vehicle with a torment grenade launcher must re-roll successful Morale checks.

WEAPONS STORAGE

Whilst a model is embarked on a vehicle with a weapons storage, all its splinter- and shard weapons have the Twin-linked special rule.

RELICS OF AFFLICTION

Only one of each of the following items may be chosen per army.

CRUCIBLE OF MALEDICTION

One use only. The Haemonculus may choose to use the Crucible of Malediction at the start of the Shooting Phase. If he does, all psykers within 9" take a single strength D AP 2 hit, Brotherhoods of Psykers within 9" suffer a single hit.

SYNDRIQ'S SUMP

At the beginning of each of his turns, the controlling player nominates one of the following special rules to apply to the bearer of Syndriq's Sump: Fleet, It Will Not Die, Poisoned (4+) or Rampage. The effects last until the start of the controlling player's next turn.

THE VEXATOR MASK

When fighting in a challenge, the bearer's opponent suffers a -5 penalty to their intitiative (to a minimum of 1)

THE ORBS OF DESPAIR

Range S AP Type
8" 1 2 Assault 1, Blast, Instant Death

KHAIDESHI HERMAVORES

A model equipped with the Khaidesi Haemovores makes 2D6 additional Attacks and are resolved at Strength 3 with AP-. These attacks do not benefit from any of the model's special rules (such as Furious Charge, Rending etc.). These Attacks are resolved during the Fight-sub-phase at the Initiative 4 step, and do not grant the model an additional pile-in move.

THE PANACEA PERVERTED

The bearer of the Panacea Perverted has the It Will Not Die special rule but passes these rolls on a 3+. Furthermore, attacks with the Poisoned special rule only ever inflict wounds on the bearer on the roll of a 6.

THE NIGHTMARE DOLL

The bearer of The Nightmare Doll adds +1 the Feel no Pain special he and his unit has (if it has one), to a maxiumum of Feel No Pain (4+). Furthermore, The Nightmare Doll automatically negates the first unsaved wound with the Instant Death special rule. However, once it has negated this wound, it ceases to function for the rest of the battle.

RELICS OF CRUELTY

Only one of each of the following items may be chosen per army.

DJIN BLADE

Range S AP Type
- User 3 Melee, Two-handed, Master-crafted, Shred, Betrayal, Sentient Blade

Sentient Blade: While the bearer fights with the Djin Blade the bearer has +3 WS and +3 Initiative and the Counter-attack special rule.
Betrayal: When the character wielding the Djin Blade has lost all but 1 wound, it is immediately removed from the table as the Djin Blade betrays its bearer and kills him!

THE HELM OF SPITE

All friendly units within 12" of a model armed with The Helm of Spite gain the Adamantium Will special rule. If an enemy psyker attempts to manifest a psychic power within 12" of a model armed with the Helm of Spite, the psyker will suffer a Perils of the Warp on the roll of any double when manifesting warp charges.

THE ARCHANGEL OF PAIN

Once per game, the bearer can open the Archangel of Pain instead of firing a weapon in the shooting phase. When he does so, each enemy unit within 9" of him must take a leadership test with a -2 penalty; a unit suffers a single wound with no armour or cover saves allowed for each point this test is failed by. Hits cannot be allocated to models with the Fearless special rule. Any excess Wounds are lost.

THE ANIMUS VITAE

Range S AP Type
8 6 3 Assault 1, Share the Pain, One Use Only

Share the Pain: If any unsaved Wound is inflicted with the Animus Vitae, all models with the Power from Pain special rule (friend or foe) treat the current turn as being one higher than it actually is when determining what special rules they benefit from. This benefit applies for the remainder of the battle and is cumulative with the Master of Pain Special rule.

THE ARMOUR OF MISERY

The Armour of Misery confers a 4+ Armour Save a 6+ Invulnerable save and the Fear Special rule. All enemy units within 6" of the bearer suffer a -2 Leadership penalty