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 1 week, feel free to change it. If someone objects you should civilly discuss and prove why your idea is good and how it fits with fluff/is more balanced etc. etc. AngryPirate does not follow these rules, mainly because he is mostly editing stuff he himself wrote. If you don´t agree with an edit AngryPirate has made you can PM him or write in the talk page.

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.

Splinter Racks

Also affect Shard Weaponry.

Ranged Weapons

Baleblast

Range S AP Type
18 4 4 Assault 2, Soul Blaze

Dark Lance

Range S AP Type
36 8 2 Heavy 1, Lance

Eye Burst

Range S AP Type
Template 4 3 Assault 1

Haywire Blaster

Range 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 Sniper

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

Torment Grenade Launcher

Range S AP Type
24 X 6 Assault 1, Soulfright, Pinning

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

Plasma Grenade

Range S AP Type
8 4 4 Assault 1, Blast

Splinter Weaponry

Range S AP Type
Splinter Rifle 24 1 5 Rapid Fire, Poison (4+)
Splinter Cannon 36 1 5 Salvo 4/6, Poison (4+)

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.

Dark Laser

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

Dark Scythe

Range S AP Type
24 D 1 Assault 1

Shard Weaponry

Range S AP Type
Shard Pistol 12 3 5 Pistol, Shardstorm, Pinning
Shard Rifle 24 3 5 Rapid-fire, Shardstorm, Pinning
Shard Carbine 18 3 5 Assault 3, Shardstorm, Pinning
Shard Cannon 36 4 4 Heavy 1, Large Blast, Shardstorm, Pinning
Shredder 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 type that fire at the unit gain the Shred type. Remove all Shardstorm counters at the end of each phase.

Splinter Weaponry

Range S AP Type
Splinter Carbine 18 1 5 Assault 2, Poisoned (4+)

Implosion Missile

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

Liquifier Gun

Range S AP Type
Template 4 D6 Assault 1

Monoscythe Missile

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

Necrotoxin Missile

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

Ossefactor

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

Boneshards: A unit which suffers an unsaved wound by this model gains a shardstorm counter, although this weapon itself does not benefit from Shred when shooting at units with a shardstorm counter.
Calcific Spears: If a model is removed as a casualty due to an unsaved wound caused by this weapon, that model´s unit must immediately take D6 Toughness tests. The unit suffers a single wound, saves can be taken as normal.

Twillight Annihilator

Range S AP Type
48 8 1 Heavy 1

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

Melee Weapons

Archite Glaive

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

Chain-Flails

Range S AP Type
- User - Melee, Shred, Reckless Flailing

Reckless Flailing: A model armed with a weapon with this type gains the Rampage special rule.

Electrocorrosive Whip

Range S AP Type
- User 3 Melee, Poison (5+), Concussive.

Agoniser

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

Changed Artefacts of Cruelty

Djinn Blade

30 pts.

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

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

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 Arrogance

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
  • Two close combat weapons
  • 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.
  • 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.

Archon

65 pts

WS BS S T W I A Ld Sv Unit Type Composition
Archon 7 7 3 3 3 7 4 10 4+ Infantry (C) 1 Archon


Wargear

  • Ghostplate Armour
  • Close Combat Weapon
  • Shard Pistol
  • Plasma Grenades

Special rules

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

Options

  • The Archon may replace his Shard Pistol with a Blast Pistol - 15pts
  • The Archon may replace his Close Combat Weapon with a Huskblade - 30pts

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.


  • The Archon may take a Torment Grenade Launcher - 15pts
  • The Archon may take Combat Drugs to gain the Combat Drugs Special rule - 5pts
  • The Archon may take items from the Arcane Wargear, Melee Weapons and Artefacts of Cruelty lists.
  • The Archon may replace his Shard Pistol with one of the following:
- Blast Pistol - 15pts
- Blaster - 15pts
  • May take one of the following Special Rules:
-Lord of Twilight: One use only. The Archon may use this ability at the start of his turn after objectives have been generated. Until the start of Archon's next turn, the Night Fighting rules are in effect - 30pts
-Murderous Assailant: The Archon may re-roll failed To Hit and To Wound rolls of 1 while  fighting in a Challenge - 10 pts
-Malignant Mastermind: Choose one unit when deploying your army. This unit gains the Outflank rule and may charge in the turn it arrives from Reserve - 25pts
-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 Archon gain the Master-Crafted Special Rule - 30pts

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.
  • May take items from the Weapons of Torture and/or Tools of Torment

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.

Options

  • May replace Close Combat Weapon with an Archite Glaive - 20pts
  • May replace Shard Pistol with Blast Pistol - 15pts
  • May take Haywire Grenades - 5pts
  • May take a Webway Portal - 35pts
  • May take items from the Melee Weapons and/or Wych Cult Weapons

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
Sybarite 4 4 3 3 1 5 2 8 5+ Infantry (C)


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 - 5pts
  • 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.
  • 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 ten models may replace their Shard Rifles 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
Hekatrix 5 4 3 3 1 6 2 8 6+ Infantry (C)


Wargear

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

Special Rules

  • Crusader
  • 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 unit´s 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

Mandrakes

36 pts

WS BS S T W I A Ld Sv Unit Type Composition
Mandrake 4 4 4 3 1 5 2 8 - Infantry 3 Mandrakes
Nightfiend 5 4 4 3 1 5 3 9 - Infantry (C)


Wargear

  • Close Combat weapon
  • Baleblast

Special Rules

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

Options

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

Wracks

35 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 - 7pts/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
  • 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.
  • Plasma Grenades

Special Rules

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

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

75pts

WS BS S T W I A Ld Sv Unit Type Composition
Incubi 7 4 3 3 1 5 2 9 3+ Infantry 3 Incubi
Klaivex 8 5 3 3 1 6 3 9 3+ Infantry (C)


Wargear

  • Incubus Warsuit
  • Klaive

Special Rules

  • Fleet
  • Night Vision
  • Power from Pain
  • Rampage (Klaivex only)
  • Tormentor Auras: Enemy models subtract 1 from their To Hit rolls when rolling to hit models with this special rule.

Options

  • May include up to seven additional Incubi - 25pts/model
  • One model may be upgraded to a Klaivex - 10pts
  • The Klaivex may replace his Klaive with Demiklaives - 5pts
  • The unit may select a Raider or Venom as a Dedicated Transport

Fast Attack

Beastmasters

10pts

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


Wargear Beastmaster

  • Wychsuit
  • Close Combat Weapon
  • Beastmaster Skyboard

Special Rules

  • Night Vision
  • Power from Pain (Beastmaster Only)
  • Daemon (Khymerae only)
  • Rending (Razorwing Flock only)
  • Swarms (Razorwing Flock only)
  • Flicker Attacks (Khymerae only): While within 6" of a model with a Flickerfield models with this Special Rule gain Rending.
  • Rage (Clawed Fiend Only)

Options

  • A Beastmasters unit consists of between 1 to 12 of the following models chosen in any combination:
- Beastmaster - 10pts/model
- Khymerae - 10pts/model
- Razorwing Flock - 20pts/model
- Clawed Fiend - 30pts/model
  • Beastmasters may replace their Close Combat Weapon with an item from the Melee Weapons list.

Scourges

75 pts

WS BS S T W I A Ld Sv Unit Type Composition
Scourge 4 5 3 3 1 5 1 8 4+/6+ Jump Infantry 5 Scourges
Solarite 4 5 3 3 1 5 2 8 4+/6+ Jump Infantry (C)


Wargear

  • Ghostplate armour
  • Splinter carbine
Range S AP Type
Shard Carbine 18 1 5 Assault 2, Poisoned (4+)

  • Close Combat Weapon
  • Plasma grenades

Special Rules

  • Fleet
  • Night Vision
  • Power from Pain
  • Outflank
  • Acute Senses
  • 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 - 15pts/model
  • Up to two Scourges may take items from the Special Weapons and/or Heavy Weapons lists.
  • One Kabalite Warrior may be upgraded to a Sybarite - 5pts
  • The Solarite may replace their shardcarbine with one of the following
- Shard pistol - 0 pts
- Shard pistol and venom blade - 5 pts
- Shard pistol and power lance - 10 pts
- Splinter pistol and agonizer - 15 pts
  • The Solarite may replace their splinter pistol with a blast pistol - 15 pts
Range S AP Type
Blast Pistol 6 D 3 Pistol, Destroyer, Darklight

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

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

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

65 pts

WS BS S T W I A Ld Sv Unit Type Composition
Hellion 4 4 3 3 1 6 1 8 5+ Jump Infantry 5 Hellions
Helliarch 5 4 3 3 1 6 2 9 5+ Jumo Infantry (C)


Wargear

  • Close combat weapon
  • Hellglaive
  • Hellion Skyboard

Special Rules

  • Combat Drugs
  • Fleet
  • Hit & Run
  • Night Vision
  • Power from Pain
  • Precision Strikes
  • Precision Shots
  • Jink
  • Skilled Rider
  • Dodge

Options

  • May include up to fifteen additional Hellions - 13pts/model
  • One model may be upgraded to a Helliarch - 10pts
  • The Helliarch may take a Torment Grenade Launcher - 15pts
  • The Helliarch may replace their Hellglaive with one of the following:
- Shard pistol and Stunclaw - 10pts
- Shard pistol and Power Sword - 15pts
- Shard pistol  and Agoniser - 20pts

Razorwing Jetfighter

130 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

Cronos Parasite Engine

100 pts

WS BS S T W I A Ld Sv Unit Type Composition
Cronos 3 3 5 7 3 4 3 10 3+ Monster 1 Cronos


Wargear:

  • Armoured Carapace
  • Spirit Tendrils
Range S AP Type
- User 2 -

Spirit Leech: Once per phase when a model with a weapon with this rule causes an unsaved wound(s) you may immediately restore a wound lost earlier in the battle to one of the models in the unit armed with this weapon. In addition, the entire unit´s Strength is increased by 1 until the end of the game.
  • Spirit Syphon
Range S AP Type
Template User - Assault 1

Spirit Leech: Once per phase when a model with a weapon with this rule causes an unsaved wound(s) you may immediately restore a wound lost earlier in the battle to one of the models in the unit armed with this weapon. In addition, the entire unit´s Strength is increased by 1 until the end of the game.

Special Rules:

  • Fearless
  • Feel No Pain
  • Night Vision

Options:

  • May include up to two additional Cronos - 110 pts/model
  • Any model may take one of the following:
- Spirit probe - 25 pts/model

All friendly models with the Feel No Pain (6+) or Feel No Pain (5+) within 12” of a model with a Spirit Probe gain Feel No Pain (4+).

- Spirit vortex - 25 pts/model
Range S AP Type
18” User - Assault 1

Spirit Leech: Once per phase when a model with a weapon with this rule causes an unsaved wound(s) you may immediately restore a wound lost earlier in the battle to one of the models in the unit armed with this weapon. In addition, the entire unit´s Strength is increased by 1 until the end of the game.

Talos Pain Engine

110 pts

WS BS S T W I A Ld Sv Unit Type Composition
Talos 5 3 7 7 3 4 3 10 3+ Monster 1 Talos


Wargear:

  • Armoured carapace
  • Two close combat weapons
  • Twin-linked splinter cannon

Special Rules:

  • Fearless
  • Feel No Pain
  • Night Vision

Options:

  • May include up to two additional Talos - 110 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 - 20 pts/model
Range S AP Type
- User - Melee, Shred, Reckless Flailing

Reckless Flailing: A model armed with a weapon with this type gains the Rampage special rule.
  • Any model may replace its twin--linked splinter cannon with one of the following:
- Stinger pod - 0 pts/model
Range S AP Type
12 1 2 Melee, Fleshbane, Blast

- Twin-linked heat lance - 0 pts/model
- Twin-linked haywire blaster - 5 pts/model
  • May take one of the following:
- Hunter Pattern: The unit gains the Precision Strikes and Preffered Enemy (characters) special rules - 10 pts/model
- Riaxos Pattern: The unit´s unit type is changed to Jump Monstrous Creature - 30 pts/model
- Chainghoul Pattern: The unit gains the Hatred special rule - 10 pts/model
- Ironback Pattern: The unit´s Save is increased to 2+ - 25 pts/model

Ravager

125 pts

BS FA SA RA HP Unit Type Composition
Ravager 4 11 11 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

Special Rules:

  • Deep Strike
  • Night Vision

Options:

  • May exchange three disintegrator cannons with three twillight annihilators - 15 pts
Range S AP Type
48 8 1 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

Fortifications

Night Shield Generator

50 pts Composition: 1 Night Shield Projector

Terrain Type: Impassable Building (Armour Value 13) with battlements.

Access Points and Fire Points: None.

Weapons: None.

Special Rules:

  • Shrouded
  • Projected Night Shield: All friendly infantry, jump infantry, jetbike, monster and beast units within 12" counts as obscured and gain a 5+ cover save.

Options:

  • May increase the range of the Projected Night Shield rule
- to 18" - 25 pts
- to 24" - 50 pts