Codex - Dark Eldar Angry Emo Edition

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Introduction

Angry codexes are an attempt to improve internal and external balance. Check out the Angry Codex hub for the other angry codexes.

This codex will aim to lower the army´s number of poison and lance weaponry, this will be done to decrease the Deldars inborn proffeciency against monsters and Armour 14. This codex will feature a general buff to the codex.

Before you read any further, if you are a masochist and you just love your stuff getting killed/destroyed en masse. These changes will dissapoint you.

Disclaimer

Games Workshop in no way endorses this codex nor any of the other Angry Codices. No infringement is intended with this work, nor any other of the Angry Codices. The intent of the angry codices is NOT to make GW go out of business, but rather to improve the quality of the hobby, which leads to a happier and larger player base.

Editing

Feel free to edit wordings to improve readability. Before adding anything to an angry codex, first write in the discussion page of the page in question and say what you want to change. If no one responds within 7 standard days, feel free to change it. If someone objects you civilly discuss and prove your point. AngryPirate holds the right to edit anything at any time, he is however not a douchebag and will usually follow the rules above as well, if he does not, just write in the discussion page that something you wrote was edited out.

Scew deepstriking D flamers

Dark Eldar are Desperate Allies with Eldar. Note that this means Eldar do not benefit from flickerfields and night shields. They are still Battle Brothers with Harlequins. Note that if you are using the Angry Muchking Eldar then they will count as Battle Brothers as normal.

Dark Eldar Wargear

Vehicle Equipment

Flickerfield

A model with a flickerfield has a 5+ invulnerable save. All friendly infantry, jump infantry, jetbike, monster and beast units within 6" gains a 5+ invulnerable save.

Night Shields

A model with night shields has the Stealth special rule. All friendly infantry, jump infantry, jetbike, monster and beast units within 6" counts as obscured and gain a 5+ cover save.

Changed/New Weapons

Blast Weaponry

Range S AP Type
Blast Pistol 6 D 3 Pistol, Destroyer, Darklight
Blaster 12 D 3 Assault 1, Destroyer, Darklight

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

Shard Weaponry

Range S AP Type
Shard Pistol 12 3 5 Pistol, Splinterstorm
Shard Rifle 24 3 5 Rapid-fire, Splinterstorm
Shard Carbine 18 3 5 Assault 3, Splinterstorm
Shard Cannon 36 4 4 Heavy 1, Large Blast, Splinterstorm, Pinning
Shredder Template 6 - Assault 1, Splinterstorm, Shred

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

Dark Laser

Range S AP Type
Scattershot 36 7 3 Heavy 1, Twin-linked
Focushot 36 7 2 Heavy 1, Lance, Fleshbane

Twillight Annihilator

Range S AP Type
48 8 1 Heavy 1

Implosion Missile

Range S AP Type
48 7 2 Assault 1, One Use Only

Necrotoxin Missile

Range S AP Type
48 1 5 Assault 1, Fleshbane, Ignores Cover, Large Blast, One Use Only

Monoscythe Missile

Range S AP Type
48 6 2 Assault 1, Blast, One Use Only

Void Mine

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

Void Pulse

Range S AP Type
- 8 2 Assault 1, Blast

Dark Scythe

Range S AP Type
24 D 1 Assault 1

Warlord Traits Table

1. Soulthirst

Whenever the Warlord and his unit wins a round of close combat the Warlord immediately gains 1 wound, to a maximum of 5 wounds. At the end of each of your turns, the Warlord suffers a single wound with no saves of any kind allowed, Feel No Pain is still allowed though.

2. Labyrinthine Cunning

The Dark Eldar player can re-roll the dice when they attempt to Seize the Initiative, determine if the Night Fighting rules are in effect, and when they make Reserve Rolls.

3. Ancient Evil

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

4. Hatred Eternal

The Warlord has the Hatred and Rage special rules.

5. Arena Champion

The Warlord has the Monster Hunter and Instant Death special rules while in close combat.

6. Towering Arogance

As long as the Warlord is alive, your entire army has the stubborn special rule.

Forces of the Dark City

HQ

Lelith Hesperax

150 pts

WS BS S T W I A Ld Sv Unit Type Composition
Lelith Hesperax 9 9 3 3 3 9 5 9 6+ Infantry (C) 1 Unique


Warlord Trait

  • Blood Dancer

Wargear

  • Wychsuit
  • Close combat weapon
  • Really sharp close combat weapon change at will
Range S AP Type
- User 2 Melee

  • Plasma Grenades

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.
  • 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.

Haemonculus

40 pts

WS BS S T W I A Ld Sv Unit Type Composition
Haemonculus 4 4 3 4 2 5 2 9 6+ Infantry (C) 1 Haemonculus
Haemonculus Ancient 5 5 3 4 3 5 3 9 6+ Infantry (C)


Wargear

  • Gnarlskin
  • Splinter pistol
  • Two Close Combat Weapons

Special Rules

  • Feel No Pain
  • Independent Character
  • Night Vision
  • Power from Pain
  • Master of Pain: The model and his unit treat the currrent 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 Agonising and/or Architect of Agony special rules.

Options

  • May be upgraded to a Haemonculus Ancient - 20 pts
  • Treat the Haemonculus Ancient´s name as Haemonculus for the purpose of including him in formations and detachments.

Succubus

90 pts

WS BS S T W I A Ld Sv Unit Type Composition
Succubus 8 6 3 3 3 8 4 9 6+ Infantry (C) 1 Succubus


Wargear

  • Wychsuit
  • Shardpistol
  • Close Combat Weapon
  • Plasma Grenades

Special Rules

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

Court of the Archon

A court of the archon cannot fill the minimum requirement of HQ choices in a detachment/formation.

Lhamaean

  • WS 5
  • A 2

Now have the Precision Strikes and Preffered Enemy special rules.

Medusae

  • Sv 4+.

Sslyth

  • Now have Rending close combat attacks.

Drazhar

  • WS 10

Master of Blades is changed.

  • Master of Blades: Drazhar can only join friendly units of Incubi. Whilst Drazhar is part of an Incubi unit, all Incubus and Klaivex models in the unit add 2 to their Weapon Skill.

Troops

Kabalite Warriors

40 pts

WS BS S T W I A Ld Sv Unit Type Composition
Kabalite Warrior 4 4 3 3 1 5 1 8 5+ Infantry 5 Kabalite Warriors


Wargear

  • Kabalite Armour
  • Shard Rifle
  • Close Combat Weapon

Special Rules

  • Fleet
  • Night Vision
  • Power from Pain

Options

  • May include up to 15 additional Kabalite Warriors - 8pts/model
  • One Kabalite Warrior may be upgraded to a Sybarite - 10pts
  • The Sybarite may take items from the Melee Weapons List
  • The Sybarite may take Haywire Grenades - 5pts
  • The Sybarite may take a Phantasm Grenade Launcher - 10pts
  • The Sybarite may replace his Shard Rifle with a Shard pistol - 0pts
  • Or a Blast Pistol - 15pts
  • One Kabalite Warrior may replace his Shard Rifle with an Item from the Special Weapons List. If the Squad numbers 20 models then up to two Kabalite Warriors may do so.
  • For every 10 models in the squad a model may replace his Shard Rifle with an item from the Heavy Weapons List.
  • The squad may select a Raider or Venom as a Dedicated Transport

Wyches

50 pts

WS BS S T W I A Ld Sv Unit Type Composition
Wych 5 4 3 3 1 6 1 8 6+ Infantry 5 Wyches


Wargear

  • Wychsuit
  • Shard Pistol
  • Close Combat Weapon
  • Plasma Grenades

Special Rules

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

Options

  • The squad may include up to 10 additional Wyches - 10pts/model
  • One Wych may be upgraded to a Hekatrix - 10pts/model
  • The Hekatrix may take items from the Melee Weapons List
  • The Hekatrix may replace her Shard Pistol with a Blast Pistol - 15pts
  • The Hekatrix may take Haywire Grenades - 5pts
  • The Hekatrix may take a Phantasm Grenade Launcher - 10pts
  • One Wych may take an item from the Wych Cult Weapons List. If the squad numbers ten or more models then up to three Wyches may do so.
  • The unit may select a Raider or Venom as a Dedicated Transport

Elites

Kabalite Trueborn

70 pts

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


Wargear

  • Ghostplate Armour
  • Splinter Rifle
  • Lightbane Blades (Power Swords)
  • Splinter Pistol

Special Rules

  • Fleet
  • Night Vision
  • Power from Pain

Options

  • May include up to 5 extra Kabalite Trueborn - 14pts/model
  • The entire unit may take the Combat Drugs special rule - 2pts/model
  • The entire unit may take Haywire Grenades - 2pts/model
  • Up to four Kabalite Trueborn may replace their Splinter Rifles with items from the Special Weapons List.
  • Up to two Kabalite Trueborn may replace their Splinter Rifles with items from the Heavy Weapons List
  • Any model may replace its Splinter Rifle for a Shard Carbine - 3pts/model
  • One Kabalite Trueborn may be upgraded to a Dracon - 30pts
  • The Dracon may take a Shadow Field - 40pts
  • The Dracon may replace his Shard Pistol with a Blast Pistol - 15pts
  • The Dracon may replace his Lightbane Knife with an Agoniser - 15pts (?)
  • The Dracon may take a Phantasm Grenade Launcher - 10pts (?)
  • The Dracon may take one of the following special rules:
- Xeriak Ammunition: The Dracon's and all models in his units poisoned weapons gain the Poison (3+) special rule - 15pts
- Cold-Blooded Killers: The Dracon and his unit fire Overwatch at a Ballistic Skill of 2 - 10pts
- Sons of Darkness: The Dracon and his unit gain the Shrouded special rule - 30pts
- Murderous Prowess: The Dracon and his unit gain the Preferred Enemy Special rule - 40pts
- Interceptors: The Dracon and his unit gain the Interceptor special rule - 50pts

Wracks

30 pts

WS BS S T W I A Ld Sv Unit Type Composition
Wracks 4 4 3 4 1 4 1 8 6+ Infantry 5 Wracks
Acothyst 4 4 3 4 1 4 2 9 6+ Infantry


Wargear

  • Gnarlskin
  • Two Wrack Tools

Special Rules

  • Feel no Pain
  • Night Vision
  • Power from Pain

Options

  • May include up to fifteen additional Wracks - 6pts/model
  • For every five models in the unit one Wrack can replace a Wrack tool with a Liquifier Gun - 15/model
  • Or an Ossefactor - 15pts/model
  • One model may be upgraded to an Acothyst - 10pts
  • 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

Bloodbrides

80pts

WS BS S T W I A Ld Sv Unit Type Composition
Bloodbride 6 4 3 3 1 8 2 9 6+ Infantry 5 Bloodbrides
Syren 6 4 3 3 1 8 3 9 6+ Infantry


Wargear

  • Wychsuit
  • Shard Pistol
  • Close Combat Weapon
  • Plasma Grenades

Special Rules

  • Combat Drugs
  • Fleet
  • Night Vision
  • Power from Pain
  • Rampage
  • Swiftstride
  • Crusader
  • Dodge
  • Rampage
  • Monomolecular Blades: In the fight sub-phase, units with this special Rule treat successful to wound rolls of 6 as AP3

Options

  • The squad may include up to 5 additional Bloodbrides - 16pts/model
  • The entire unit may take Haywire Grenades - 2pts/model
  • One Wych may be upgraded to a Syren - 10pts/model
  • The Syren may take items from the Melee Weapons List
  • The Syren may replace her Shard Pistol with a Blast Pistol - 15pts
  • The Syren may take a Phantasm Grenade Launcher - 10pts (?)
  • One Bloodbride may take an item from the Wych Cult Weapons List. If the squad numbers ten or more models then up to three Bloodbrides may do so.
  • The unit may select a Raider or Venom as a Dedicated Transport

Incubi

  • 25 pts/model
  • WS 7.

Fast Attack

Beastmasters

Khymera

  • Khymera now have the Flicker Attacks rule.
  • Flicker Attacks A unit with this rule gains rending while within 6" of a model with a flickerfield.

Reavers

  • 4+ Sv.
  • 51 pts.
  • 17 pts/extra reaver.

Raider

80 pts

BS FA SA RA HP Unit Type Composition
Raider 4 11 10 10 3 Vehicle (Skimmer, Fast, Open-topped, Transport) 1 Raider


Wargear:

  • Night shield:

A model with night shield has the Stealth special rule. All friendly infantry, jump infantry, jetbike, monster and beast units within 6" counts as obscured and gain a 5+ cover save.

  • Disintegrator Cannon
Range S AP Type
36 5 2 Assault 3

Special Rules:

  • Deep Strike
  • Night Vision

Transport:

  • Transport Capacity: Ten models.

Options:

  • May exchange disintegrator cannon with dark laser - 5 pts
Range S AP Type
Scattershot 36 7 3 Heavy 1, Twin-linked
Focushot 36 7 2 Heavy 1, Lance, Fleshbane

Venom

70 pts

BS FA SA RA HP Unit Type Composition
Venom 4 11 10 10 2 Vehicle (Skimmer, Fast, Open-topped, Transport) 1 Venom


Wargear:

  • Flickerfield:

A model with a flickerfield has a 5+ invulnerable save. All friendly infantry, jump infantry, jetbike, monster and beast units within 6" gains a 5+ invulnerable save.

  • Shard Cannon
Range S AP Type
36 4 4 Heavy 1, Large Blast, Splinterstorm, Pinning

  • Shard Rifle
Range S AP Type
24 3 5 Rapid Fire, Splinterstorm

Special Rules:

  • Deep Strike
  • Night Vision

Transport:

  • Transport Capacity: Five models.

Options:

  • May exchange shard cannon and shard rifle for twin-linked shard cannon - 10 pts

Hellions

  • Now have the Skilled Rider, Jink, Precision Shots and Precision Strikes rules.
  • Hellions and Helliarchs now have the Dodge rule.
  • 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.

Razorwing Jetfighter

130 pts

  • Armed with four implosion missiles instead of four monoscythe missiles.
  • May exchange all implosion missiles for necrotoxin missiles - 30 pts
BS FA SA RA HP Unit Type Composition
Razorwing Jetfighter 4 11 11 10 3 Vehicle (Flyer, Fast) 1 Razorwing Jetfighter


Wargear:

  • Night Shield:

A model with night shield has the Stealth special rule. All friendly infantry, jump infantry, jetbike, monster and beast units within 6" counts as obscured and gain a 5+ cover save.

  • Four Implosion Missiles
Range S AP Type
48 7 2 Assault 1, One Use Only

  • Two Disintegrator Cannons
Range S AP Type
36 5 2 Assault 3

  • Twin-linked Shard Rifle
Range S AP Type
24 3 5 Rapid Fire, Splinterstorm

Special Rules:

  • Deep Strike
  • Night Vision

Options:

  • May exchange four implosion missiles with four necrotoxin missiles - 20 pts
Range S AP Type
48 1 5 Assault 1, Fleshbane, Ignores Cover, Large Blast, One Use Only

  • May exchange twin-linked shard rifle with shard cannon - 30 pts
Range S AP Type
36 4 4 Heavy 1, Large Blast, Splinterstorm, Pinning

Heavy Support

Talos

  • Replace twin-linked splinter cannon with twin-linked shard cannon.

Ravager

110 pts

BS FA SA RA HP Unit Type Composition
Ravager 4 11 10 10 3 Vehicle (Skimmer, Fast, Open-topped) 1 Ravager


Wargear:

  • Night Shield:

A model with night shields has the Stealth special rule. All friendly infantry, jump infantry, jetbike, monster and beast units within 6" counts as obscured and gain a 5+ cover save.

  • Three Disintegrator Cannons
Range S AP Type
36 5 2 Assault 3

Special Rules:

  • Deep Strike
  • Night Vision

Options:

  • May exchange three disintegrator cannons with three twillight annihilators - 5 pts
Range S AP Type
36 8 2 Heavy 1

Voidraven Bomber

180 pts

BS FA SA RA HP Unit Type Composition
Voidraven Bomber 4 12 11 10 3 Vehicle (Flyer, Fast) 1 Voidraven Bomber


Wargear:

  • Flickerfield:

A model with a flickerfield has a 5+ invulnerable save. All friendly infantry, jump infantry, jetbike, monster and beast units within 6" gains a 5+ invulnerable save.

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

  • Two Void Pulses
Range S AP Type
24 8 2 Assault 1, Blast

Special Rules:

  • Deep Strike
  • Night Vision
  • Strafing Run

Options:

  • May exchange two void pulses with two dark scythes - 20 pts
Range S AP Type
24 D 1 Assault 1, Destroyer

  • May take one of the following:
- Four necrotoxin missiles - 40 pts
Range S AP Type
48 1 5 Assault 1, Fleshbane, Ignores Cover, Large Blast, One Use Only

- Four monoscythe missiles - 50 pts
Range S AP Type
48 6 2 Assault 1, Blast, One Use Only