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FANDEX:

D ark E ldar
By Krovin-Rezh

Version 5
This document in no way attempts to compete with any Games Workshop® products or properties.
It is available for free to players as an unofficial document and does not replace the official Codex: Dark Eldar.
Warhammer, the Dark Eldar, and all Dark Eldar units are registered trademarks of Games Workshop Ltd.
FORCES OF THE DARK ELDAR
This section introduces the forces used by the Dark Eldar, including each unit's profile, special rules, and unique weapons.

EQUIPMENT
The army list is where you can find all of the standard and optional wargear that can be chosen for each unit, as well as the rules for how these units can
be added to your army.

DARK ELDAR SPECIAL RULES


There are a number of special rules common to many Dark Eldar units, as specified in the entries that follow. These common rules can be found below.

NIGHT HUNTERS
A favored technique of the Dark Eldar is to strike under the cover of darkness. If the Dark Eldar player is able to choose to go first or second (or if the
mission dictates that he is the attacker), then he may roll a D3 and play using the Night Fighting mission special rule during the corresponding turns
listed below.

D3 Turns
1 – Dawn 1, 2
2 – Eclipse 3, 4
3 – Dusk 5, 6, 7

SLAVE RAIDERS
Dark Eldar require the souls of their victims to stay alive, and will almost always take slaves during their raids to bring back to their lairs. Roll a D6 for
every enemy casualty a Dark Eldar unit causes in close combat. Vehicles cannot be taken as slaves. On a roll of a 4+, that enemy model becomes a
captured slave of the attacking unit. Captured slaves are removed from the game just like other casualties, but they give the Dark Eldar army the
following benefits:

Each Dark Eldar unit gains +10 soul points for each wound their slaves have, including any wounds from added options such as Daemonic Steeds (to
keep track of soul points, use the supplied markers). If a unit with soul points is destroyed, any Dark Eldar unit within 6” may steal their soul points,
otherwise the soul points are lost. Soul points can be dispersed between units a multiple assault as the player wishes. Similarly, soul points can stay or
go with either unit if a joined independent character leaves the squad.

Dark Eldar units can consume the souls of their slaves, or just use them as cannon fodder if they think it will help them during a raid. Consult the list
below for the available slave raider abilities (they are not cumulative if used more than once).

Ability Cost Effect


Fearsome aura 20 soul points Use anytime to cause -1 Ld to enemy units within 2D6”, Dark Eldar gain +1 Ld if in this range.
Renewed vigor 30 soul points Use at the start of any assault phase to gain Furious Charge (not cumulative with combat drugs)
Terrifying celebration 40 soul points Use during any assualt phase to gain +2 to the assault result in which that unit was fighting.
Slave shield 50 soul points Use when the unit is targeted for shooting to reduce the number of wounds by D6 before saving
Ritual massacre 100 soul points Use at the end of the game to gain +1 kill point and +100 victory points
Slave bounty 150 soul points Use at the end of the game to gain +1 objective

TWISTED MINDS
Dark Eldar minds were suspect before the Fall, but afterwards their thoughts have been perverted in strange and unexpected ways. Anyone attempting
to delve into the mind of a Dark Eldar risks his own sanity in the process. When targeting a Dark Eldar model with a psychic power, the psyker suffers
Perils of the Warp on results of 3 and 11 during a psychic test, in addition to the normal rules for when Perils of the Warp occurs.

FLEET, HIT & RUN, INFILTRATORS, MOVE THROUGH COVER, SCOUT, SKILLED RIDER, STUBBORN
Most Dark Eldar models are Fleet. In addition, Dark Eldar can gain a variety of other universal special rules through certain abilities and wargear. It will
be listed in each unit’s entry where these rules are used. All of the universal special rules can be found in the Warhammer 40,000 rulebook.

Forces of the Dark Eldar 2


Lords of the Kabal
The lords are the most powerful and influential leaders of an entire kabal. They control vast armies of bloodthirsty warriors merely by their prowess in
combat and their ability to sidestep constant assassination threats without and within their organizations. There is one way to become a lord of the kabal:
kill all of those in your way. To do so in the cutthroat society of Commorragh, The Dark City, requires impeccable planning and execution, but the reward
is a limitless supply of fresh souls to feast upon which ensures an extremely long life – if one can survive one’s enemies, that is.

When riding into battle, lords will take the most exotic weaponry at the kabal's disposal, and this allows them to wade through the ranks of their enemies,
leaving only destruction in their wake. Any fighter who sees the frightening war mask of a Dark Eldar lord can only hope for a swift death.

WS BS S T W I A Ld Sv
Archon 6 6 3 3 3 7 3 10 5+
Dracon 5 5 3 3 2 6 2 9 5+

WARGEAR
Hell Mask: These masks create an aura of unnatural dread. Any unit attacking the wearer’s unit in close combat must pass a Leadership test or else they
will require 6s to hit.

SPECIAL RULES
Independent Character, Fleet, Slave Raiders, Twisted Minds

One Thousand Raids: Archons are masters of coordinating their kabal’s strikes. An army that includes an Archon gains +1 when rolling for reserves.

Wych Queens
A Cult of Wyches is headed by their most legendary gladiators. Veterans of thousands of arena duels, the Wych Lords are a force to be reckoned with
on the battlefield. They are true masters of hand-to-hand combat, casually disregarding their opponents’ assaults while dissecting them for the crowd’s
or their own enjoyment.

WS BS S T W I A Ld Sv
Wych Archite 6 6 3 3 3 8 3 10 6+
Wych Dracite 5 5 3 3 2 7 2 9 6+

SPECIAL RULES
Independent Character, Fleet, Slave Raiders, Twisted Minds

Wych Tactics Mastery: Wych Archites use special wych weaponry and techniques designed to hinder their opponents. Models attacking a Wych Archite
in close combat lose 1 attack (to a minimum of 1), and require a 5+ roll to hit unless they would normally require a 6+ to hit. If a model has a rule that
allows it to always hit on a set result or higher, it overrides wych tactics mastery. Models with an unmodified strength of 6 or higher roll to hit Wych
Archites as normal.

Evasive: Wyches have great reflexes which allow them to lithely dodge their opponents’ strikes. They have a 4+ invulnerable save in close combat.

Forces of the Dark Eldar 3


Haemonculi
Dark Eldar live to torture the inferior species of the galaxy, not only because they utterly enjoy it, but because the souls of their victim are much more
potent when harvested in a highly emotional state. The greater the sorrow, fear, and disdain a slave is feeling, the better his soul will be at holding back
the creeping tendrils of Slaanesh’s embrace.

Haemonculi are the most gifted in all of Commorragh at this practice. They usually form independent covens where they highly sought after by the
various Warrior kabals and Wych cults, selling their services to the highest bidder. Occasionally, a Haemonculus will align himself with a particular Lord
where there is a particular benefit to be gained.

Haemonculi usually take to the field with their twisted experiments, such as the unfeeling minions known as Grotesques and a menacing contraption
known as the Talos.

WS BS S T W I A Ld Sv
Haemonculus 4 4 3 4 2 4 1 8 4+

WARGEAR
Range Str AP Type
Destructor Template 4 D6 Assault 1
Stinger 18” X — Pistol
Paralyzer 12” X — Pistol

Destructor: A particularly brutal haemonculus weapon, the destructor sprays corrosive acid across mutliple enemies, melting them into a gelatinous
soup in a matter of seconds. The acid solution is unpredictably potent. Roll a single D6 for each destructor used. The result of the roll is the AP value and
the result needed to wound with any hits (so a roll of 5 would wound with all hits on a 5+ at AP5, and a roll of 1 would wound with all hits automatically
and be at AP1).

Stinger: The Stinger fires a hypodermic needle filled with a virulent poison that causes the target to violently explode. Roll to hit as normal. The Stinger
always wounds with normal saves allowed. If a model becomes a casualty to a Stinger, place a large blast marker centered over the wounded model’s
base. Any models (friend or foe) under the blast are take a hit which has a S equal to the toughness of the exploding model, with an AP value equal to
the model’s armor save (so an exploding T 4, Sv 3+ model would cause S 4, AP 3 hits).

Paralyzer: Similar to the Stinger in design, the Paralyzer’s needle incapacitates the target with a poison that selectively attacks the nervous system. It
always wounds with normal saves allowed. If a model becomes a casualty to the Paralyzer, lay it on its side. If that model’s unit is charged in the
following assault phase, the paralyzed model is captured as a slave by the unit that charged. If the unit is not charged in the following assault phase,
remove the model as a casualty at the end of the turn.

Scissorhand: A poisoned weapon that wounds on a 2+ and gives it’s wielder +1 Attack (bonus is included in profile).

SPECIAL RULES
Independent Character, Fleet, Slave Raiders, Twisted Minds

Skilled Torturer: Slaves captured by a unit containing a Haemonculus are worth an additional +5 soul points per wound.

Forces of the Dark Eldar 4


Kabal Retinue
The Lords of the kabals prefer a bodyguard when on the battlefield. These are often made up of the kabal’s warriors that can be trusted so some degree,
but many of the larger kabals will prefer to hire some Incubi.

The Incubi are a deadly warrior sect for hire within the city of Commorragh. This sect is rumored to have been founded by a fallen Eldar warrior of great
repute, but this cannot be proven. None have ever set foot inside the sect’s dojo aside from the secretive Incubi themselves and those chosen few who
are inducted at a very young age.

Like Haemonculi covens, the Incubi sect strikes deals with various kabals where members serve as unwavering bodyguards in a city full of assassins.
They have no real ties to the Lords they protect, and this makes them perfect for the job.

WS BS S T W I A Ld Sv
Incubus 5 4 3 3 1 5 1 8 3+
Incubus Master 6 4 3 3 1 6 2 9 3+
Warrior 4 4 3 3 1 5 1 8 5+
Sybarite 5 4 3 3 1 5 2 8 5+

WARGEAR
Punisher: This bladed staff creates a shock field that amplifies the force of the blow while splitting armor with its monomolecular edged blade. It is a
close combat weapon that ignores armor saves and improves the wearer’s Strength by 1. It may not be combined with any other close combat weapon
except for the tormentor helm.

Tormentor Helm: A head mounted Splinter Pistol that requires no hands to use. It is controlled by thought alone. In close combat, it gives the wearer +1
Attack.

SPECIAL RULES
Fleet (Warriors and Sybarites only), Slave Raiders, Twisted Minds

Grotesques
Grotesques are born in the darkest reaches of a Haemonculus’ laboratory, where he or she experiments not only with physical methods of torture, but
also mental and emotional methods. It is with the latter two that a captive may finally snap, no longer able to perceive its surroundings or itself as
anything real.

Grotesques feel nothing but anguish, and have turned upon their own bodies in an attempt to stop the pain. The Haemonculus is only too willing to help,
assisting them in twisting their bodies into cold weapons of malice and hatred that can be sent against the one’s enemies and kept easily underfoot.

WS BS S T W I A Ld Sv
Grotesque 4 0 4 3 1 4 2 5 5+

SPECIAL RULES
Slave Raiders, Twisted Minds, Feel No Pain

Mindless: Having survived the devastating methods of torture in the galaxy, Grotesques are now entirely unable to comprehend anything but violence
and obedience. A squad of Grotesques requires a Ld test to move or run during any turn where there is no independent character joined to it. The squad
may assault as normal.

Terrifying: If Grotesques are on the winning side of a close combat result, all losing units may not pass their Morale Check and will proceed to check for
Sweeping Advance as normal. Units with Fearless may ignore this rule.

Forces of the Dark Eldar 5


Mandrakes
Crawling through the shadows of Commorragh are unseen threats. They stalk their prey for the right moment and strike with neither fury nor contempt,
but with a hunger so intense that it drives most of their kind insane.

These malevolent blights are not content with the drinking of souls. They must have the flesh as well.

Mandrakes have been warped by the desires of She Who Thirsts and the shifting realities of the more dangerous parts of the webway. This has led to
the evolution of a dangerous hunter intent on feasting upon whatever it can, yet some Lords find this fringe element uniquely useful. Their ability to
remain unseen makes them a great answer to the constant ambitions of their underlings and competitors, and their fierce attacks make them worthy of a
specialized battlefield role.

But how does one control such insatiable hunger?

WS BS S T W I A Ld Sv
Mandrake 5 0 3 3 1 5 1 8 5+
Mandragora 5 0 3 3 1 5 2 8 5+

SPECIAL RULES
Slave Raiders, Twisted Minds, Fleet

Hidden Deployment: Instead of deploying Mandrakes normally, place 3 Mandrake models in your deployment zone as markers for three possible
positions where they could be. These markers can only move up to 6” during each of your movement phases and may do nothing else unless revealed.

Reveal the true location of the Mandrake squad by the start of your third movement phase by placing all models in the squad within 4” of one of the
markers and then moving the marker model into coherency with them by the shortest route. They may run and assault as normal once revealed (roll for
each marker). Mandrakes may be kept in reserve like any other unit, but will lose their hidden deployment and must outflank instead.

Shadow-skinned: Mandrakes’ shifting skin gives them +2 to their cover saves. They also gain a 5+ cover save on open ground (do not modify this
cover, the +2 is already included). Mandrakes always strike first when they charge into close combat on the turn they are revealed or outflank.

Dangerous Motives: Mandrakes can be overcome by their unnatural need for blood and gore. Mandrakes will always charge an enemy if they can
(even if the Mandrakes are falling back, in which case they return to fighting as normal). If there is no enemy unit in range to assault, they will instead
charge the nearest friendly unit at the start of the assault phase, attacking them as if they were the enemy if they can. They will not charge friendly units
if joined by an independent character. Mandrakes also may not go to ground, as their hunger will always drive them onward in their hunt.

Forces of the Dark Eldar 6


Wyches
Wych cults offer entertainment to the denizens of the Dark City. Almost all of the Wyches have been inducted into a cult’s service as punishment for
some perceived slight – usually for failing to defeat one’s superior and take his place. Almost none survive the gruelling sport of the arena or the crowd’s
fickle moods, but a select few are able to forge a name for themselves despite the most unfair of odds.

These natural borne survivors are chosen to be true members of the cult and are bestowed the title of a Wych for their cunning ways in the arts of death.
Wyches offer their services to kabals to help fund their cult’s costs in resources and especially souls, but some Wyches also do it because they tire of
the scripted nature of arena fights, preferring the uncontrollable chaos of a real battle.

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

SPECIAL RULES
Slave Raiders, Twisted Minds, Fleet

Wych Tactics: Wyches use special weapons and techniques in close combat designed to hinder their opponents. Models attacking Wyches lose 1
attack (to a minimum of 1) and must always roll a 4+ to hit unless they would normally require a 5+ or 6+ to hit. If a model has a rule that allows it to
always hit on a set result or higher (such as 2+ for Khârn The Betrayer), it overrides wych tactics. Models with an unmodified strength of 6 or higher roll
to hit Wyches as normal.

Evasive: Wyches have great reflexes which allow them to lithely dodge their opponents’ strikes. They have a 4+ invulnerable save in close combat.

Wych Drugs: Wyches usually rely on chemicals to enhance their D6 Result


performance. These chemicals also have the effect of lessening the 1 12” assault move and 3D6” fall back move
draining influence Slaanesh for just long enough to really focus on the 2 +1 WS
Wych’s fighting arts. Even the best of the Wyches have become hooked 3 +1 S
on the stuff, and will share an injection with their squads right before a 4 Stubborn
battle. Roll a D6 before deployment to see what effect the drugs have on 5 Preferred Enemy
the unit for the game. These drugs affect any model that is considered 6 +1 Attack
part of (but not joined to) the Wyches’ unit unless that model has its own
combat drugs.

Forces of the Dark Eldar 7


Warriors
Every Dark Eldar citizen of age typically joins a kabal once he can hunt for slaves on his own. The kabal trains Warriors to strike hard and fast, leaving
no survivors uncaptured, but this is just a fine-tuning since Commorragh’s harsh realities are the best training any soldier could ask for.

With a kabal, the young Warrior is taught by their Sybarite how to handle the raiding force’s trademark weaponry, from the deadly monomolecular blades
and innocuous splinter rifle to the more advanced dark lance and shredder. These weapons are rightfully feared all across the galaxy for their potency
and ability to inflict excruciating pain and devastation.

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

SPECIAL RULES
Slave Raiders, Twisted Minds, Fleet

Shadow Warriors
In any society, there are those who are natural born warriors. This is the case with the Dark Eldar as well. The deathrend squads are the cream of the
crop for any kabal’s fighting force. These veterans of at least a hundred raids excel as the vanguard of the strike where their forward position allows
them to make the most of the terrain and their deadly skill with a blade.

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

SPECIAL RULES
Slave Raiders, Twisted Minds, Fleet, Stealth, Infiltrators, Move Through Cover

One Hundred Raids: Shadow Warriors are crafty veterans of at least one hundred slave raids for their kabal. Their experience allows them to find the
use the rending special rule in close combat, in addition to any special rules for the weapons they are using.

Raiders
More so than anything else, Dark Eldar raids are known for their vast numbers of light and swift Raider transports. These nimble skimmers break
through enemy defenses and unload their vicious passengers right into the enemy’s midst where they can do the most harm. Many Raiders are known
to also sport heavy weaponry so they can lay down devastating fire right before they close in.

ARMOR
BS Front Side Rear
Raider 4 10 10 10

Forces of the Dark Eldar 8


Seeker Jetbikes
The Seeker Jetbike squads of Dark Eldar kabals are rightly feared by many worlds in the materium. Warriors use them to unleash a storm of splinters
from their mounted guns, only to dart back out of sight before the storm is over. What’s worse, there is nowhere to hide, as their projectiles seem to
weave through and around obstacles to find you!

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

SPECIAL RULES
Seeker Jetbike: Use the rules of Eldar Jetbikes and is mounted with twin-linked splinter rifles.

Soul Seeker Ammunition: Sometimes Dark Eldar will imbue the ammunition crystals used in their splinter weapons with the tortured spirits from
captured wraithbone. The shards of these crystals seek out a target, no matter where it is hiding, and find where it is most vulnerable. Splinter pistols,
rifles, cannons, and hellglaives can use soul seeker ammunition. Any successful saves against these weapons must be re-rolled.

Reaver Jetbikes
Wych Cults use jetbikes just as much as, if not more than, kabals. Special arenas are designed specifically to watch Reaver fights where contestants
dodge and weave through the air in order to land a grisly kill with one of the many razor-edged blades on their bikes.

During raids, Reavers fall upon their foes like the wind. Instantly cutting through the ranks to quickly wheel around and finish off or capture any survivors.

WS BS S T W I A Ld Sv
Reaver Wych 4 4 3(4) 3(4) 1 6 1 8 4+
Reaver Succubus 4 4 3(4) 3(4) 1 6 2 8 4+

SPECIAL RULES
Reaver Jetbike: These bikes use the rules of eldar jetbikes as described in the Warhammer 40,000 rulebook and are each mounted with a splinter rifle.
In addition, reaver jetbikes are fitted with numerous blades which allows the rider to use the bike itself as a close combat weapon, and giving the rider +1
Strength (included in the profile).

Reaver Assault: Reaver Wyches can’t rely on their usual tactics to evade incoming attacks in close combat, so they instead choose to charge in using
the their jetbikes to slash through the enemy at high speed. Only if the enemy has incredible reaction time, or if they land a lucky blow, will there even be
a chance to retaliate against this maneuver. On a turn where a Reaver Jetbike Squad charges into close combat, any enemy model with Initiative 5 or
lower will only be allowed to make a single attack, regardless of their profile and wargear.

Reaver Drugs: Reaver Wyches take similar drugs to other members of D6 Result
the cults, but also differing slightly. Roll a D6 before deployment to see 1 12” assault move and 3D6” fall back move
what effect the drugs have on the unit for the game. These drugs affect 2 +1 WS
any model that is considered part of (but not joined to) the Reaver 3 +1 S
Jetbikes’ unit unless that model has its own combat drugs. 4 Stubborn
5 Preferred Enemy
6 +1 Attack

Forces of the Dark Eldar 9


Warp Beasts
Certain creatures manefest themselves at the edge between the Webway and the Warp. They are the living embodiment of nightmares known as Warp
Beasts. The Wych Cults love to capture such beasts and add them to their events for dramatic effect. Accomplished Wyches have learned to bend these
creatures to their will and heard them toward their enemies with similar results.

WS BS S T W I A Ld Sv
Warp Beast 4 0 4 3 1 5 4 5 6+
Beastmaster 5 4 3 3 1 6 2 8 6+

SPECIAL RULES
Fleet

Beastmaster: The Beastmaster always takes combat drugs with the 12” charge move result so that he can keep up with his pack. If the Beastmaster is
lost, the remaining Warp Beasts in the squad return to the Warp and are removed from play.

Hellions
Some Wyches prefer a more nimble hellion skyboard over the pure speed of a jetbike. This allows them to duck in and out of combat at will and dodge
attacks coming their way. Hellion Wyches are often seen dropping down unexpectedly from the clouds onto their foes, causing confusion and panic.
They known for two iconic weapons. The first is the Hellglaive, and the second is the Net Slinger.

WS BS S T W I A Ld Sv
Hellion Wych 4 4 3 3 1 6 1 8 6+ 4+
Hellion Succubus 4 4 3 3 1 6 2 8 6+ 4+

WARGEAR
Range Str AP Type
Hellglaive 18” 3 5 Assault 3
Net Slinger 12” –– –– Assault 1 Large Blast

Hellglaive: Hellions use this weapon by swinging it as they fire off a rapid series of spinter shots. With practice this allows them to strafe their shots
across several enemies at a time. In close combat, the bladed ends of the Hellglaive allow it to be used as two close combat weapons.

Net Slinger: When Hellions swoop in from the skies, they will often fire this weapon to tie up their prey. It launches a high-tensile wire mesh connected
to a set of metal pikes which imbed into the ground upon impact.

When a Hellions unit with a net slinger deep strikes, they may place a single large blast marker centered on an enemy model anywhere within 12" of
them. Scatter the marker D6". Any models hit by the Net Slinger must pass a Strength Test or their unit will be forced to go to ground. Note that this is
not a Morale Check, and so Fearless units are also susceptible. Each net slinger may be used only once per battle.

Skyboard: Models on a skyboard count as jump infantry, but may not choose to move on foot. This means they may not run during their shooting phase
and are not slowed down by difficult terrain when charging into close combat. Skyboards allow their riders to use the Hit & Run special rule. Skyboards
also confer a 4+ invulnerable save, as they are constantly weaving through the air at breakneck speeds and this makes them difficult targets.

SPECIAL RULES
Hit & Run, Scouts

Evasive: Wyches have great reflexes which allow them to lithely dodge their opponents’ strikes. They have a 4+ invulnerable save in close combat.

Hellion Drugs: Hellion Wyches take similar drugs to other members of D6 Result
the cults, but also differing slightly. Roll a D6 before deployment to see 1 12” assault move and 3D6” fall back move
what effect the drugs have on that unit for the game. These drugs affect 2 +1 WS
any model that is considered part of (but not joined to) the Hellions’ unit 3 +1 S
unless that model has its own combat drugs. 4 Stubborn
5 Preferred Enemy
6 +1 Attack

Forces of the Dark Eldar 10


Scourges
Scourges swarm overhead, darkening the skies during particularly large Dark Eldar raids like a plague. Scourges ride a pair of powered wings that let
them fly behind enemy lines and strike where they are least expected. They support the other Warriors with a high volume of fire or by ambushing heavy
enemy units with dark matter and electromagnetic weaponry.

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

WARGEAR
Haywire Grenades: These grenades are extremely effective at disrupting enemy vehicles’ systems because they emit a wave of electromagnetic
energy. Roll to hit for only one attack from each model in close combat with the vehicle. If the roll to hit is successful, roll a D6. On a 1, the attack does
nothing. On a 2 through 5, it causes a glancing hit. On a 6, it causes a penetrating hit.

Ravagers
The Ravager is a modification of the Raider design built as a heavy weapons platform with unparalleled speed and maneuverability. It strikes fast and
hits hard, but is still almost as lightly armored as the transport it is based on. Luckily, the Dark Eldar have a few tricks up their sleeves that allow the
Ravager to remain undetected while it unloads dark matter beams upon the enemy.

ARMOR
BS Front Side Rear
Ravager 4 11 11 10

WARGEAR
Dark Veil: A more widely dispersed form of the shadow field, the dark veil effectively cloaks the surrounding area in a deep and murky gloom. Any
enemy unit targeting the Ravager uses the rules for Night Fighting as long as the attacker is more than 18” from it.

Forces of the Dark Eldar 11


Talos
The Haemonculus’ most twisted creations usually take the form of large machines designed to torture souls and use them as a form of energy that
powers and animates it to further acts of evil. Haemonculi love to take these mechanical creatures along with them on raids, where they will feed without
mercy, spreading fear and terror amongst the enemy. They see them as pets, each a unique masterpiece of their insane arts.

WS BS S T W I A Ld Sv
Talos 5 3 7 7 3 4 2D3 – 3+

WARGEAR
Range Str AP Type
Talos Sting 12” X 5 Heavy D6

Talos Sting: The Talos is armed with a unique ranged weapon that it fires indiscriminately. It has a front arc exactly like a hull mounted weapon (45° to
either side) hitting every unit (friend or foe) within a 12” range in this arc with D6 hits. The projectiles it fires are highly poisonous and will always wound
on a 4+ and re-rolling to wound if the target’s toughness is 4 or less.

Crushing Claws: Haemonculi like to put huge claws on the Talos that can be used to pry open vehicles and can get at the prey hiding inside. When the
Talos is attacking a vehicle, roll to hit as normal. Use any number of the hits against the vehicle, and any additional hits will give the Talos +1 to any
vehicle damage results it inflicts in this round.

Soul Vortex: Sometimes a Talos will be fitted with a device which enables it to focus the souls of its victims into a field frenzied, otherworldly energy.
This tempest of angry souls is invisible to any normal human’s eye, but the souls within will attack any act of hatred against the Talos. This gives the
Talos a 4+ invulnerable save. A Talos with the soul vortex may only use slaves captured to power the vortex (so it may not use slave raider abilities). On
any turn where the Talos captures 30 soul points worth of slaves, it will gain a 3+ invulnerable save until the start of it’s next turn.

SPECIAL RULES
Slave Raider, Twisted Minds, Fearless

Hover: The Talos hovers above the ground. It can therefore move over friendly or enemy models or impassable terrain, but it may not end its move on
top of either. The Talos takes difficult terrain tests as normal since it is a monstrous creature, and does not use the rules for jump infantry.

Engine of Torture: The Talos is enshrouded within a palpable aura of pain and suffering. It can use the terrifying aura slave raider ability every turn for
free.

Forces of the Dark Eldar 12


Asdrubael Vect
SUPREME LORD, KABAL OF THE BLACK HEART

The most revered and respected Lord in Commorragh, Asdrubael Vect commands the vast forces of the Kabal of the Black Heart. It is said that he is
personally responsible for founding their home in the Webway, and that he was alive thousands of years ago to witness the birth of The Great Enemy.

Vect holds the allegience of several kabals, cults, and covens, and he always has a huge number of Incubi to protect his holdings and enforce his will.
He is seemingly and strangely immune to the influence of Slaanesh, and yet he regularly has hundreds of slaves tortured and sacrificed for his own
desires.

When he rides into battle, it is always atop his personal Ravager, known as the Dais of Destruction. The Dais carries his bodyguard for added protection.
As a being of vast experience and frighteningly guile, there is little chance of facing him with any great success.

ARMOR
WS BS S Front Side Rear I A
Dais of Destruction 7 6 4 11(14) 11(14) 10(14) 7 5

WARGEAR
Energy Field: The Dais is protected by a unique energy field that gives it an armor value of 14 against shooting attacks. Close combat attacks are made
against the Dais’ normal armor values.

SPECIAL RULES
Slave Raiders, Twisted Minds

Dais Close Combat: The Dais uses the rules of a Walker when fighting in close combat. It represents 6 models and gains +D6 attacks on the charge
instead of the normal +1 attack.

Legend of Commorragh: Asdrubael Vect is rumored to have single-handedly saved the survivors from the epicenter of the Eye of Terror and then
founded the dark city of Commorragh within the webway, which is now the home of the Dark Eldar race. If he were ever to fall to an enemy attack, the
Dark Eldar will stop at nothing to tear their foes apart. Asdrubael Vect becomes an objective if his dais becomes destroyed. Leave his model on the
table, even in the event of an Explodes damage result. If the enemy captures this objective, it is worth 3 kill points. Dark Eldar units in Vect’s army gain
Preferred Enemy if his dais is destroyed and they must immediately take a Morale Check.

Kabal Warfare: An army including Asdrubael Vect may be named the Kabal of the Black Heart. The Kabal of the Black Heart may contain two more
Troop choices than is normally allowed, and may take dedicated Raiders for free on any squad that has at least ten models (vehicle upgrades still cost
points as normal). An army may only be named as one cult or kabal.

Forces of the Dark Eldar 13


Dark Avatar of Khaine
Locked away deep within the bowels of the Vect's mighty fortress tower WS BS S T W I A Ld Sv
lies an ancient relic of unimaginable power. A cherished artifact kept in Dark Avatar 8 8 6 5 4 7 4 10 5+3+
total secrecy, for there are many who would stop at nothing to gain
possession of it's might. So far, Vect has dared to use it only once, for it
is far too dangerous and costly to use lightly. But this is one of those
times when desperate measured are required.
SPECIAL RULES
An ornate mask holding a shard of Khaine's essence, a delicate sliver of Fleet
crystal carrying the sparkling promise of a god's wrath held within lays
dormant until it's master feeds it. The souls of one thousand slaves Daemon: As a Daemon, the Dark Avatar is Fearless and has the
forced to battle each other to the death fill the vast chamber and are
Eternal Warrior special rule.
sucked into the steadily pulsing shard. The survivors are executed
quickly as a reward for their victory.
Incensing: Any other Dark Eldar unit with a model within 12" of the
Then and only then, the shard begins to arc great storms of crackling Dark Avatar gains Furious Charge.
energy that are blacker than night, but still somehow painful to look at
directly. The mask fills with a terrible face and glowing ultraviolet eyes,
Dark Energies: The body of the Dark Avatar is composed of dark
followed soon by a head, and then a neck until a massive 30 ft tall body
has appeared. But to call it a body is not entirely true, for it takes on the unnatural energies that rip apart the fabric of reality. The Dark Avatar
form of the most potent energy in it's environment. In the webway, that simply ignores most attacks against it as it’s incorporeal form swallows
energy is always wispy black clouds of antimatter - more a body-shaped up all energy. This gives it a 3+ invulnerable save and the ability to
hole of unreality than anything truly there. ignore lance and laser weapons. When the Dark Avatar attacks in close
combat, any of its successful to wound rolls of 6+ cause instant death.
The massive giant of black fire and purple, hazy anti-light is now sent to The disorienting effect of being nearby these energies also causes the
war against the Dark City's most deadly enemy. A great host of Dark Avatar to count as having defensive grenades.
daemons has been set loose from a rift to the Warp. It glides like a
ghost, sending great great storms against the invaders, ripping from
both this reality and the Warp with amazing fury. Any daemons who Blackfire Lightning: The Dark Avatar can wield its dark energy as a
manage to get close find only an emptiness that swallows their weapons weapon and shoot it out as a bolt that eradicates all matter with equal
as they are erased from existence with a blow from the giant's shifting ease. Blackfire lightning is a shooting attack that has the following
figure. profile:

Massive towers fall as the battle rages until all the daemons are Range S AP Type
exterminated and their rift unmade by a great blast of dark energies. Blackfire Lightning 18" 9 1 Heavy 1 Blast, Lance, Arcing
Having extinguished its reserves of life for the time being, the black
ghost dissipates into swirling smoke. Vect walks to the obsidian mask Arcing: If the Dark Avatar rolls a direct hit on the scatter die, use the
and picks it up. Time to hide this away for another rainy day, he thinks. small arrow and 2D6 to place an identical blast as if it had scattered the
It's a shame my best warriors have all seen it, for I dislike losing such
full distance in that direction.
loyal and useful subjects.

Forces of the Dark Eldar 14


Qellian Rastma
REAVER QUEEN, CULT OF THE RED DRAGON
Among the twisting spires of Commorragh floats a constant swarm of Dark Eldar jetbikes, transport craft, and space vessels towing in their latest prizes
from the materium. In the center of this swirling storm of activity are the ominous floating shipyards of the Kaerm’vsol district, the turf of the Red
Dragons. One of the most feared wych cults throughout the webway and beyond, the Red Dragons use the swift and deadly reaver jetbike almost
exclusively. Their armada of reavers is vast and can strike anywhere, at any time, and instantly disappear into the distance.

Their legendary queen and founder is Qellian Rastma, a victor of thousands of arena air duels and battles. She has customized her bike with wicked
bladed wings that cut through enemy formations like a scythe through the field, and her pinpoint control of her vehicle allows her to weave a path of
destruction through the battlefield with ease.

Her cult roams the shipyards enforcing their will (and taxes) on the returning raiding parties. If any resist, they are quickly dispatched by the Red
Dragon’s trademark gamma weapons.

WS BS S T W I A Ld Sv
Qellian Rastma 6 6 3(5) 3(4) 3 7 5 10 4+

WARGEAR
Dragon's Claw: This special reaver jetbike is fitted with extended blades wreathed in powerful shock fields. It counts as a power weapon in close
combat, and gives Qellian +2 strength, +1 toughness, and +2 attacks (all included).

SPECIAL RULES
Slave Raiders, Twisted Minds, Wych Tactics Mastery, Evasive, Independent Character

Exceptional Rider: Qellian Rastma automatically passes any dangerous terrain tests she has to take.

Attack Dive: In Qellian's movement phase, you may declare a special type of move called an attack dive. If you do, Qellian may pivot once and then
must move straight ahead more than 12" and up to 24". At the end of the attack dive, determine which models she would have come into base contact
with along her move and immediately play a round of close combat between Qellian and those models. No bonus attack for charging is used during an
attack dive, and no combat results are determined since the attack dive is not in the assault phase. Any attacks against Qellian require rolls of 6 to hit
during the attack dive unless the model has a special rule that always hits on a different result.

Qellian is treated as having used Turbo Boost if she makes an attack dive (so she cannot shoot are declare an assault, but gains a 3+ cover save if
moved at least 18" and cannot go to ground). An attack dive does not require that Qellian remain 1" away from enemy models. If she ends her attack
dive within 1" of an enemy model, she counts as having charged into close combat with that model’s unit during the following assault phase.

Cult Warfare: An army with Qellian Rastma can be named the Cult of Red Dragons. The Cult of Red Dragons may field Reaver squads as Troops, and
must do so for at least two Troop choices. Reaver squads in this cult may replace any shredder with a dragon's breath at no additional cost. An army
may only be named as one cult or kabal.

Range S AP Type
Dragon's Breath Template 4 4 Assault 1, Melta (within 6")

Forces of the Dark Eldar 15


Drazhar
MASTER OF BLADES

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

WARGEAR
Disemboweller Blades: These unique blades require expertise to wield effectively, but in the hands of Drazhar, they sing through the air with incredible
precision and speed, and slaying countless foes in the blink of an eye. Disemboweller blades ignore armor saves, and allow Drazhar to roll for two
wounds with every successful hit.

Persecutor Helm: This is a special form of the tormentor helm Drazhar uses to create a storm of splinters as he slashes his way through the ranks of
the enemy. In close combat, the Persecutor Helm allows Drazhar to make 3 additional attacks at Strength 3 and Initiative 10. These attacks allow armor
saves and do not use the rules for disemboweller blades.

SPECIAL RULES
Slave Raiders, Twisted Minds, Fleet

Incubus Master: Drazhar must be taken instead of an Incubus Master in a Kabal Retinue.

Master Bodyguard: Drazhar will protect his charge to the end. In close combat and before taking saves, Drazhar may attempt to block any wounds
allocated to the Lord of the Kabal in the retinue he is in. Roll a D6 for each wound he attempts to block. On a roll of 4+, Drazhar intercepts the wound
successfully and the wound is removed all together. Any other roll results in Drazhar taking the wound instead of the Lord of the Kabal he is protecting.

Forces of the Dark Eldar 16


WARGEAR
Agoniser Dark Lance
Agoniser close combat weapons are charged with a special energy field The dark lance propels deadly streams of the mysterious dark energy that
that causes severely painful spams throughout the enemy’s body. This only the Dark Eldar possess. It doesn’t so much destroy the target as
can take down even the largest opponents and is a prized weapon remove parts of it from existance. No one knows exactly how this dark
among both kabal warriors and wych cults. Agonisers wound on a D6 roll energy works or where the erased material goes, but there is no denying
of 4+, with no armor saves allowed. Vehicles take a glancing hit on a 4+ if its potency and disregard for all types of standard armor.
hit by an agoniser.
Disintegrator
Anquisher The disintegrator modulates dark energy into bursts rather than a steady
The anguisher is a powered glove incorporating powered blades and stream. This allows it to attack multiple targets in a sustained fire mode. It
stolen wraithbone. It is capable of guiding strikes to where they will cause can also charge up a single high-powerd and unstable burst that
the most pain. The Anguisher is a power weapon that re-rolls to wound. If discharges upon impact, eradicating everything nearby.
two are used together, the wielder gains +2 attacks instead of +1 for
having an additional close combat weapon.
Dragon’s Breath See page 15.
Animus Vitae (One per army)
This special grenade creates a sphere of barbed wire that expands and Gruesome Decorations
catches victims in its painful embrace. The Dark Eldar find the sight of Dark Eldar love to decorate themselves with their fallen foes. Whether
this torture device in action highly invigorating. Any unit containing a that means hanging severed fingers and ears on hooks, painting on
model with the animus vitae gains an additional 5 soul points from markings in blood, or something even worse it all has the same effect of
captured slaves. If the model with the animus vitae captures a slave, he creating a monstrous visage to one’s opponents and adding to one’s
gains +1 WS and +1 S for the rest of the battle. reputation as a deadly hand-to-hand fighter. Enemy units suffer -1 Ld if
any of their models were taken as slaves by a model with gruesome
decorations. The effect lasts until the end of the turn.
Archangel of Pain (One per army)
The essence of a daemon is entombed within a cask carried by this Dark
Eldar. Once released, it rushes forward and incapacitates the enemy with Goblet of Spite (One per army)
its terrible screams. Any unit that is not in close combat and is hit by the A sacred relic from the pleasure cults that existed before the Fall, the
archangel of pain takes a Pinning Test with a -2 to their Leadership. goblet of spite instills intense hatred among the wych cults. Only a
Succubus or Wych Lord may take the goblet of spite. Wyches in a squad
that contains the goblet of spite will always hit on a 3+ in close combat,
Blaster regardless of other factors.
The blaster is compact design of the dark lance, firing short-lived stream
of dark energy that simply erase all matter it touches.
Haywire Grenades See page 11.
Combat Drugs
Important members of Dark Eldar society often have access to their own Hell Mask See page 3.
combat drugs. These dull the effect of She Who Thirsts for a short while,
and also give the user unnatural prowess in close combat. At the start of Hellglaive See page 10.
each assault phase, roll a D6 for up to one of each of the following effects
listed. All effects last until the next assault phase.
Mask of the Damned (One per army)
If any two dice roll the same, the model takes a wound from the drugs The mask of the damned shows the enemy their deepest fears realized,
without any saves allowed. If three or more dice roll the same, the model projecting these hellish thoughts straight into their minds. Such visions
overdoses and is immediately removed from play. Any model removed can drop a warrior to his knees mid-charge. Any unit wishing to charge a
due to an overdose is not counted when determining close combat unit containing the mask of the damned must pass a standard
results. Leadership test or else they may not charge. Note that even those who
have no fear of battle will always have something to be fearful of buried
deep in their minds, so Fearless units are also affected. It replaces any
A. 12” assault move and 3D6” fall back move other mask worn by the same model.
B. +2 WS
C. +1 S
D. Stubborn Net Slinger See page 10.
E. Preferred Enemy
F. +1 Attack Nightmare Doll (One per army)
G. Always strike at Initiative 10 To create a nightmare doll is to transplant tortured psyker spirits into one’s
H. +1 to rolls for capturing slaves own mind. Needless to say, this is a risky maneuver in Commorragh,
where they see psykers as playthings to be abused, and on the
battlefield, where the furies of war can drive you into a feverish delirium.
Crucible of Malediction (One per army) An army with a nightmare doll may force the opponent to re-roll when
This crucible contains the souls of tortured psykers. Upon release, they determining who chooses to go first or second. The model that uses the
create a psychic cacophany that can drive psykers insane. Once per nightmare doll then takes a Strength 3 hit with no saves of any kind
game, you may release these souls. Starting with the closest, each allowed.
enemy psyker on the board takes a Psychic Test. Models within 12” of
the crucible suffer a -1 Ld for this test, and models at least 24” away gain
a +1 Ld for this test. If one psyker fails this test, is removed from play and Paralyzer See page 4.
no other psykers have to take the test.
Plasma Grenades
Destructor See page 4. These are a form of assault grenades. The rules for which can be found in
the Warhammer 40,000 rulebook.

Wargear 17
Poisoned Ammo Terrorfex
Splinter weapons very often include a variety of deadly poisons in their These special grenades are made from captured wraithbone. When
ammunition crystals. Any splinter pistol, rifle, cannon, bombard, or they explode, everyone in the vicinity experiences nightmaric
hellglaive with poisoned ammunition will always wound on a 3+, and if the hallucinations designed to induce absolute terror. Any unit hit by a
strength of the weapon is equal to or higher than the target’s toughness, terrorfex takes an immediate Pinning Test with a -1 to their Ld for each
it will re-roll to wound. model hit after the first and another -1 Ld if they are below half strength.

Poisoned Blade Tormentor Helm See page 5.


The Dark Eldar save their deadliest poisons for close combat, where they
cen better see the effects of their work. This counts as a poisoned
weapon that wounds on a 2+. The rules for poisoned weapons can be Trophy Rack
found in the Warhammer 40,000 rulebook. Many Dark Eldar put the heads of their victims on pikes in the middle of
battle just to mock their opponents. If a model with a trophy rack slays
an enemy model in close combat, it may now re-roll any Morale check.
Punisher See page 5.
Vexantrope (One per army)
Reaver Jetbike See page 9. The vexantrope is a delicate mask of skin and bone adorned with runes
of illusion. It can paint confusing images in the minds of the enemy,
sapping their ability to fight. Any models in base contact with the wearer
Scissorhand See page 4. must pass a WS test or strike with only a single attack which will always
hit on a 5+. Models which have a special rule allowing them to always
Seeker Jetbike See page 8. hit on a specific result may still do so.

Shadow Field (One per army) Webway Portal


The shadow field creates a miasma of dark energy absorbing the Webway portals are generated by portable devices that rip a hole in the
energy of any projectiles fired into it. The wearer gains a 2+ invulnerable materium to the ancient Eldar interstellar tunnel system where the Dark
save until he or she suffers an unsaved wound while using it. Multiple Eldar reside. A model carrying a webway portal may use it once per
dice are rolled together against the shadow field rather than rolling each battle during one of its shooting phases instead of shooting or running.
of the dice one at a time. When the webway portal is used, place a blast marker anywhere within
1” of the model or its transport. This blast marker represents the portal.
Units that arrive via the webway may move onto the board from the
Shredder edge of the portal as if from reserves.
The shredder launches a fine mesh of monofilament wire with barbs or
serrated edges. Everyone in the area of this mesh web gets tangled up Treat the portal as dangerous terrain except for Dark Eldar non-vehicle
and is sliced to pieces as they struggle to get free. This mesh is so units, who may embark into a friendly portal as if it were a transport
destructive that it can even tangle up and jam the systems of less (even if they are not infantry). These units will disembark from any
protected vehicles. friendly portal during their next movement phase.

Skyboard See page 10. Enemies may fire upon the webway portal in an attempt to disrupt the
energies that it keeps balanced. Any shot of S6 or higher that hits will
disrupt the portal on a roll of 5+. Models entering or exiting that portal
Soul Seeker Ammo See page 8. take a dangerous terrain test, where a wound is taken on any roll equal
or less than the number of disrupting shots scored on it in the previous
Splinter Pistol enemy shooting phase.
Dark Eldar often carry the splinter pistol with them into close combat,
where its shard ammo and attached combat blade are very effective. So for example, if a squad of Ork Lootas hit with 10 S7 Deffgun shots.
They would roll 10 dice to disrupt. If 3 dice roll a 5+, any Dark Eldar
units going through that portal in the next turn would suffer a wound
Splinter Cannon from dangerous terrain on dice rolls of 3 or less.
Splinter technology generates no recoil, which allows a larger version of
the system to be hand-held. It is even usable on the move, making it the
perfect weapon for Dark Eldar warriors who would always prefer to get Any unit may be designated to arrive via the webway portal regardless
up close and personal with their victims. of whether the mission allows reserves or not. Any unit rolled in for
reserves before a webway portal is opened will automatically arrive
through the first opened portal, but must wait off the board until then. If
Splinter Rifle no webway portals can be used, any models designated to arrive via
Splinter rifles use a electro-magnetic pulse to break apart a crystal into webway may not enter the game at all, but they do not count for kill
shards and propel them at incredible speeds. The long accelerator points or victory points.
barrel of the rifle gives it an exceptional accuracy and range among the
various rifles of other races, but it is a lightweight weapon not capable of
repeating shots. Xenospasm (One per army)
The Xenospasm is a modification of the terrorfex grenade. The tortured
wraithbone inside it reacts violently with those nearby when it detonates.
Splinter Bomb Launcher Models taking a Pinning Test from a Xenospasm do so at -1 Leadership.
This man-portable weapon lobs a fast-spinning grenade high into the air.
The grenade senses when it is about to hit the ground and quickly ejects
it’s entire mass in all directions as deadly splinter shards.

Stinger See page 4.

Talos Sting See page 12.

Wargear 18
VEHICLE UPGRADES
Corpse Adornments Screaming Jets
The vehicle has sharp pikes all over its hull on which the corpses of The vehicle is able to fly at high altitude and drop down onto the battlefield
victims are presented to the enemy. An enemy unit’s Leadership is with the wailing scream of its high-powered jets. Vehicles with screaming
reduced by 1 for each vehicle with corpse adornments within 6” of at least jets are allowed to Deep Strike out of reserve and count as moving at
one of the unit’s models. cruising speed the turn on which they arrive. Passengers may not
disembark on the turn their vehicle Deep Strikes.
Darkstar Engine
Speed is a way of life for the Dark Eldar, and to be outrun often spells Scythes
defeat. Dark Eldar vehicles can use potent dark energy to propel them to Dark Eldar vehicles often attach monomolecular-edged scythes to their
incredible velocities. Vehicles with a darkstar engine can go an additional hulls. This makes them very dangerous to assault. Any enemy model in
6+D6” when moving flat out. If the distance moved is at least 32” in a close combat that rolls a 1 to hit a vehicle with scythes takes a Strength 5
single phase, the vehicle gains +1 to its cover save. The vehicle and hit with normal armor saves allowed.
models embarked on it may not shoot in the following phase. If a Raider
with a darkstar engine suffers a Destroyed–explodes! result, the explosion
will always reach the full 6”. Slave Snares
The Raider is often seen dangling numerous chains with barbs and cruel
hooks below it’s hull. These can be used to sweep across squads of
Harpoon Lines enemies and snag them with the dangling weapons. A Raider with slave
Raiders can use a set of harpoons that fire out from the sides of the snares targets any unit that it passes over in the movement phase with a
vehicle to clamp onto an enemy vehicle and hold the Raider close to it so
number of attacks equal to the number of models in that unit its hull has
that embarked squads can proceed to attack it. Units embarked on a
Raider with harpoon lines may assault a vehicle within 3” of that Raider passed over. Models may only be passed over once by the Raider.
without having to disembark or make an assault move. The embarked unit Resolve the attacks as you would for Strength 4 close combat attacks
must not have attacked another unit in the same turn, and their Raider that allow armor saves. After removing casualties, continue moving any
must not have moved flat out that turn. other models. Casualties from slave snares are counted in the following
shooting phase for purposes of checking for 25% casualties for Morale
Checks.
Horrorfex
The horrorfex is an upgrade to any single weapon on the vehicle. The
upgraded weapon now has an additional firing mode similar to that of the Stabilizers
terrorfex with an improved range of 18”. This counts as firing a defensive A Raider can use a system of gyroscopic stabilizers to allow passengers
weapon. embarked on it to fire while moving at cruising speed. These systems
reroute energy from the main weapon systems, so only defensive
weapons may fire on a turn when stabilizers are used.
Night Shield
Night shields trap and distort light, helping to hide the true location of the
vehicle and often making it seem closer than it really is. The range of Torture Amp
weapons is reduced by 6” when shooting at a vehicle with a night shield. The screams of captured slaves are amplified by specialized
This also affects the ability to take two shots with Rapid Fire weapons and Haemonculus technology mounted on the vehicle during raids. The
the range for 2D6 armor penetration with Melta weapons. It also affects anquishing sounds of which allow the vehicle to Tank Shock even though
spotting distances during Night Fighting. Template weapons are it is not a tank. May not be combined with Slave Snares.
unaffected.

Vehicle Upgrades 19
DARK ELDAR ARMY LIST
This section details each unit so that you can play battles using the
standard scenarios in the Warhammer 40,000 rulebook. It also gives
you the basic information you need to use Dark Eldar in custom
designed scenarios or campaigns.

The army list is divided into six sections (HQ, Troops, Dedicated
Transports, Elites, Fast Attack, and Heavy Support). Each squad,
vehicle, or character is placed into one of these sections based on its
role within the army. Each unit and its various options are given a point
value based on how effective that unit or option is in battle. Before you
play a game, you need to agree with your opponent on a scenario and a
total number of points each of you will spend. Then you can proceed to
pick your army.

Each unit has a concise entry for all of the different things that define it.
Below are listed definitions of each of these entries.

Unit Profile: At the start of each entry you will find the name of the unit,
the statistics any models that it may include, and the points of the basic KABAL AND WYCH CULT
unit without any upgrades.
CHARACTERS
You’ll notice many of the named characters in
Unit Composition: This entry lists the number of each model makes up
the basic unit. If the composition includes the word “Unique,” you may the Dark Eldar army list are drawn from
only include one of that unit in your army. several different Kabals or Wych Cults, but
they can still be used in the same army if you
Unit Type: This entry refers to the rules of unit types found in the wish. This can represent the occurance of the
Warhammer 40,000 rulebook. Each type of unit, such as Infantry, Jump various factions of Commorragh teaming up
Infantry, or Vehicle has it’s own set of rules for movement, shooting, and for a large raid or for some other reason.
assaulting. Alternatively, you can use the model and
rules for a nammed character to represent a
Wargear: This entry lists each piece of equipment the models in the mighty character from another Wych Cult or
basic unit carry. Their points are included in the unit profile. Kabal. All you have to do is come up with a
new name, but it can also be more fun to
Special Rules: This entry lists the special rules of the unit. Some of create your own story for these characters.
these rules are found in the Forces section. Other rules refer to the This is a perfect way to personalize your
Universal Special Rules section of the Warhammer 40,000 rulebook. army. Just make sure your opponent is aware
of what everything counts as.
Transport: This entry lists any transports the unit may take. The unit
entries for these transports can be found in their own section. The
Transports section of the Warhammer 40,000 rulebook explains how
these dedicated transports work.

Options: This entry lists all the upgrades you may add to the unit if you
choose to do so. A model in the unit must have the upgrade you’ve
chosen visually represented on it or else you may not take it.

USING A FORCE ORGANIZATION CHART


The army lists are used in conjunction with the force organization chart
from a scenario. There are five categories of units on the chart that
correspond to five of the sections in the army list. The sixth section is for
Dedicated Transports, which do not count as a choice on this chart.
Each grey-toned box represents one optional choice of that type, and
each black-toned box represents a compulsory choice.

MISSIONS & POINTS


This army list is designed to be used with the Standard Missions in the
Warhammer 40,000 rulebook. It may also be used with any other
missions, but play balance may be affected.

Dark Eldar Army List 20


HQ
ASDRUBAEL VECT....................................................................... 240 points Page 13

Wargear:
ARMOR • Energy Field
• 2 punishers
WS BS S Front Side Rear I A
• 2 tormentor helms
Dais of Destruction 7 6 4 11(14) 11(14) 10(14) 7 5 • 1 splinter pistol
• 1 dark lance
• 2 disintegrators
Unit Composition: Special Rules: (all bonuses and extra attacks from
• 1 (Unique) • Slave Raiders weapons are included in the profile)
• Twisted Minds
• Dais Close Combat
Unit Type: • Legend of Commorragh
• Vehicle (Fast, • Kabal Warfare
Skimmer, Open-topped)

DARK AVATAR OF KHAINE....................................................... 185 points Page 14


Special Rules:
• Fleet
WS BS S T W I A Ld Sv • Daemon
Dark Avatar 8 8 6 5 4 7 4 10 5+3+ • Incensing
• Dark Energies
• Blackfire Lightning
Unit Composition: Unit Type:
• 1 (Unique) • Monstrous Creature

QELLIAN RASTMA.........................................................................165 points Page 15

WS BS S T W I A Ld Sv Special Rules:
• Independent Character
Qellian Rastma 6 6 3(5) 3(4) 3 7 5 10 4+ • Slave Raiders
• Twisted Minds
• Exceptional Rider
• Attack Dive
Unit Composition: Wargear: • Wych Tactics Mastery
• 1 (Unique) • Dragon’s claw • Evasive
• Cult Warfare
Unit Type:
• Eldar Jetbike

DRAZHAR, MASTER OF BLADES.......................................... 100 points Page 16

Special Rules:
WS BS S T W I A Ld Sv • Slave Raiders
Drazhar 6 4 4 3 3 6 4 9 3+ • Twisted Minds
• Fleet
• Incubus Master
• Master Bodyguard
Unit Composition: Wargear:
• 1 (Unique) • Disemboweller blades
• Persecutor Helm
Unit Type:
• Infantry

Dark Eldar Army List 21


HQ
LORD OF THE KABAL................................................................40 points Page 3

Model Options:
WS BS S T W I A Ld Sv • Upgrade Dracon to Archon.......................... +25 pts
Archon 6 6 3 3 3 7 3 10 5+ • Replace blades with:
Dracon 5 5 3 3 2 6 2 9 5+ - poisoned blade.......................................... +5 pts
- anguisher................................................. +15 pts
- agonizer................................................... +20 pts
- punisher................................................... +25 pts
Unit Composition: Wargear:
• Replace splinter pistol with:
• 1 Dracon • Splinter pistol
- tormentor helm............................................... free
• Blades (close combat weapon)
- blaster or shredder................................... +10 pts
• Plasma grenades
- dark lance or splinter cannon...................+15 pts
Unit Type: • Hell mask
- anguisher................................................. +15 pts
• Infantry
- splinter bomb launcher.............................+20 pts
Special Rules:
• Replace the hell mask with:
• Fleet
- vexantrope or mask of the damned..........+10 pts
• Slave Raiders
• Take haywire grenades................................... +3 pts
• Twisted Minds
• Take gruesome decorations............................ +4 pts
• Independent Character
• Take archangel of pain.................................... +5 pts
• Take trophy rack.............................................. +5 pts
• Take poisoned ammo...................................... +5 pts
Mounted Assault: Retinue: • Take soul seeker ammo................................... +8 pts
If an Archon takes a seeker The lord of the kabal may take a • Take terrorfex................................................. +10 pts
jetbike, you may take Seeker kabal retinue if not taking a • Take xenospasm............................................ +15 pts
Jetbike Squads as Troops. jetbike.The retinue does not count • Take crucible of malediction.......................... +20 pts
against your HQ allowance. • Take combat drugs........................................ +25 pts
• Take shadow field.......................................... +25 pts
• Take seeker jetbike........................................ +30 pts
• Take webway portal....................................... +30 pts

KABAL RETINUE………………………...……………....................... 40 points Page 5

Unit Options:
WS BS S T W I A Ld Sv • Add up to five Warriors............................ +8 pts each
Incubus 5 4 3 3 1 5 1 8 3+ • Upgrade any Warrior to a Sybarite.......... +3 pts each
Incubus Master 6 4 3 3 1 6 2 9 3+ • Upgrade any Warrior to an Incubus........ +17 pts each
• Upgrade one Incubus to a Master................. +10 pts
Warrior 4 4 3 3 1 5 1 8 5+
Sybarite 5 4 3 3 1 5 2 8 5+
Model Options:
• Give any model haywire grenades.......... +3 pts each
• Replace any Sybarite’s splinter rifle with a
Unit Composition: Wargear:
poisoned blade.........................................+5 pts each
• 5 Warriors • Splinter rifle (Warriors only)
• Replace one Sybarite’s splinter rifle with one:
• Splinter pistol (Warriors only)
- blaster........................................................ +5 pts
• Blades (Warriors only)
- dark lance, shredder, or splinter cannon..+10 pts
Unit Type: • Punisher (Incubi only)
- anguisher or splinter bomb launcher........+15 pts
• Infantry • Tormentor helm (Incubi only)
- agoniser................................................... +20 pts
• Plasma grenades
• One Sybarite or Master may take:
Dedicated Transport: - gruesome decorations............................... +4 pts
May select a Raider - trophy rack................................................. +5 pts
Special Rules:
(see Dedicated Transports - soul seeker ammo..................................... +8 pts
• Fleet (Warriors only)
for points cost). - terrorfex................................................... +10 pts
• Slave Raiders
- combat drugs........................................... +25 pts
• Twisted Minds
- webway portal.......................................... +30 pts

Dark Eldar Army List 22


HQ
WYCH QUEEN.................................................................................. 45 points Page 3
Model Options:
WS BS S T W I A Ld Sv • Upgraded Dracite to Archite.......................... +25 pts
Wych Archite 6 6 3 3 3 8 3 10 6+ • Replace blades with:
- poisoned blade.......................................... +5 pts
Wych Dracite 5 5 3 3 2 7 2 9 6+
- anguisher................................................. +15 pts
- agoniser................................................... +20 pts
Unit Composition: Unit Type: - punisher................................................... +25 pts
• 1 Dracite • Infantry • Replace splinter pistol with:
- tormentor helm............................................... free
Wargear: Special Rules: - blaster, hellglaive, or shredder................. +10 pts
• Splinter pistol • Fleet - anguisher................................................. +15 pts
• Blades (close combat weapon) • Slave Raiders • Take haywire grenades................................... +3 pts
• Plasma grenades • Twisted Minds • Take gruesome decorations............................ +4 pts
• Independent Character • Take archangel of pain.................................... +5 pts
• Wych Tactics (Dracite only) • Take goblet of spite.......................................... +5 pts
• Wych Tactics Mastery (Archite only) • Take trophy rack.............................................. +5 pts
• Evasive • Take poisoned ammo...................................... +5 pts
Cult Assault: • Take soul seeker ammo................................... +8 pts
If a Wych Archite is taken on • Take terrorfex................................................. +10 pts
foot, you may take Wych • Take xenospasm............................................ +15 pts
Squads as Troops. Retinue: • Take crucible of malediction.......................... +20 pts
The Wych Queen may select a Wych • Take combat drugs........................................ +25 pts
If a Wych Archite takes a Squad as her retinue if not taking a • Take shadow field.......................................... +25 pts
skyboard, you may take skyboard or jetbike. The retinue does • Take webway portal....................................... +30 pts
Hellion Squads as Troops. not count against your Elites allowance. • Take one:
- skyboard.................................................. +15 pts
- reaver jetbike........................................... +30 pts

HAEMONCULUS............................................................................. 32 points per model Page 4

Model Options:
WS BS S T W I A Ld Sv • Replace paralyzer with stinger or destructor
Haemonculus 4 4 3 4 2 4 1 8 4+ ............................................................... +15 pts each
• Replace hell mask with vexantrope or mask
of the damned........................................ +10 pts each
Unit Composition: Unit Type: • Take haywire grenades............................ +3 pts each
• 1 Haemonculus • Infantry • Take gruesome decorations.................... +4 pts each
• Take archangel of pain............................ +5 pts each
Wargear: Special Rules: • Take trophy rack...................................... +5 pts each
• Paralyzer • Fleet • Take terrorfex......................................... +10 pts each
• Scissorhand • Slave Raiders • Take xenospasm.................................... +15 pts each
• Hell mask • Twisted Minds • Take crucible of malediction.................. +20 pts each
• Independent Character • Take combat drugs................................ +25 pts each
• Skilled Torturer • Take shadow field.................................. +25 pts each
Retinue: • Take webway portal............................... +30 pts each
Each Haemonculus may take a • Take one of the following:
Grotesque Retinue if he does - skyboard.................................................. +15 pts
not take a skyboard or jetbike. Covens: - seeker jetbike...........................................+30 pts
The retinues do not count Up to 3 Haemonculi may be taken as a
against your HQ allowance. single HQ choice.

GROTESQUE RETINUE............................................................... 45 points Page 5

Options:
WS BS S T W I A Ld Sv • Add up to seven Grotesques................. +15 pts each
Grotesque 4 0 4 3 1 4 2 5 5+

Unit Composition: Unit Type: Special Rules: Dedicated Transport:


• 3 Grotesques • Infantry • Slave Raiders May select a Raider (see Dedicated Transports for points cost).
• Twisted Minds
Wargear: • Feel No Pain
• 2 close combat weapons • Mindless
• Terrifying
Dark Eldar Army List 23
ELITES
WYCH SQUAD..................................................................................70 points Page 3
Unit Options:
WS BS S T W I A Ld Sv • Add up to 5 Wyches.............................. +13 pts each
Wych 4 4 3 3 1 6 1 8 6+
Model Options:
Succubus 5 4 3 3 1 6 2 8 6+ • Give any Wych haywire grenades........... +3 pts each
• Replace a Wych’s spinter pistol with one:
Unit Composition: Special Rules: - blaster........................................................ +5 pts
• 1 Succubus • Slave Raiders - shredder................................................... +10 pts
• 4 Wyches • Twisted Minds • Replace the Succubus’ splinter pistol with one:
• Fleet - blaster or poisoned blade.......................... +5 pts
Unit Type: • Wych Tactics - shredder................................................... +10 pts
• Infantry • Evasive - anguisher................................................. +15 pts
• Wych drugs • Replace the Succubus’ blades with one:
- poisoned blade.......................................... +5 pts
Dedicated Transport: Wargear: - anguisher................................................. +15 pts
May select a Raider - agoniser................................................... +20 pts
• Splinter pistol
(see Dedicated Transports • The Succubus may take:
• Blades (close combat weapon)
for points cost). - gruesome decorations............................... +4 pts
• Plasma grenades
- trophy rack................................................. +5 pts
- terrorfex................................................... +10 pts
- combat drugs........................................... +25 pts
- webway portal.......................................... +30 pts

WARP BEAST PACK..................................................................... 50 points Page 10

WS BS S T W I A Ld Sv Options:
• Add up to 7 Warp Beasts....................... +12 pts each
Warp Beast 4 0 4 3 1 5 4 5 6+
Beastmaster 5 4 3 3 1 6 2 8 6+

Unit Composition: Wargear: Special Rules: Attractions of the Wych Cult:


• 1 Beastmaster Beastmaster: • Fleet One warp beast pack may be chosen for
• 3 Warp Beasts • Agoniser • Beastmaster each wych squad in the army (including
• Splinter pistol those taken as retinues). Warp beast packs
do not count against your Elites allowance.
Unit Type: Beasts:
• Infantry (Beastmaster) • Teeth and claws
• Beast (Warp Beasts)

MANDRAKE SQUAD..................................................................... 80 points Page 6

WS BS S T W I A Ld Sv Unit Options:
• Add up to 5 Mandrakes........................ +15 pts each
Mandrake 5 0 3 3 1 5 1 8 5+
Mandragora 5 0 3 3 1 5 2 8 5+ Model Options:
• Replace Mandragora’s poisoned blade with one:
- agoniser................................................... +15 pts
Unit Composition: Wargear: - twin anguishers........................................+25 pts
• 1 Mandragora • Poisoned blade • The Mandragora may take:
• 4 Mandrakes - gruesome decorations............................... +4 pts
- trophy rack................................................. +5 pts
Special Rules: - combat drugs........................................... +25 pts
Unit Type: • Slave Raiders
• Infantry • Twisted Minds
• Fleet
• Shadow-skinned
• Hidden Deployment
• Dangerous Motives

Dark Eldar Army List 24


TROOPS
WARRIOR SQUAD................................................................. 45 points Page 8
Unit Options:
WS BS S T W I A Ld Sv • Add up to 15 additional Warriors............ +8 pts each
Warrior 4 4 3 3 1 5 1 8 5+
Sybarite 5 4 3 3 1 5 2 8 5+ Model Options:
• Replace a Warrior’s splinter rifle with one:
- blaster......................................................... +5 pts
- dark lance or splinter cannon................... +10 pts
Unit Composition: Special Rules: - splinter bomb launcher............................. +20 pts
• 1 Sybarite • Slave Raiders • Replace the Sybarite’s splinter rifle with one:
• 4 Warriors • Twisted Minds - blaster or poisoned blade........................... +5 pts
• Fleet - shredder or splinter cannon...................... +10 pts
- anguisher.................................................. +15 pts
Unit Type: Wargear: - agoniser.................................................... +20 pts
• Infantry • Splinter rifle • Replace the Sybarite's blades with one:
• Splinter pistol - poisoned blade........................................... +5 pts
• Blades (close combat weapon) - anguisher.................................................. +15 pts
• Plasma grenades • The Sybarite may take:
- haywire grenades....................................... +3 pts
Dedicated Transport: - gruesome decorations................................ +4 pts
May select a Raider (see Dedicated Transports for points cost). - trophy rack.................................................. +5 pts
- soul seeker ammo...................................... +8 pts
- terrorfex.................................................... +10 pts
- combat drugs............................................ +25 pts
- webway portal.......................................... +30 pts

SHADOW WARRIOR SQUAD.............................................. 70 points Page 8

Unit Options:
WS BS S T W I A Ld Sv • Add up to 5 additional Warriors............. +12 pts each
Shadow Warrior 5 4 3 3 1 5 1 8 5+
Shadow Sybarite 5 4 3 3 1 5 2 8 5+ Model Options:
• Replace a Warrior’s splinter rifle with one:
- blaster......................................................... +5 pts
- dark lance, shredder, or splinter cannon.. +10 pts
Unit Composition: Special Rules: - splinter bomb launcher............................. +20 pts
• 1 Shadow Sybarite • Slave Raiders • Replace the Sybarite’s splinter rifle with one:
• 4 Shadow Warriors • Twisted Minds - blaster or poisoned blade........................... +5 pts
• Fleet - shredder or splinter cannon...................... +10 pts
• Stealh - anguisher.................................................. +15 pts
Unit Type: • Infiltrators - agoniser.................................................... +20 pts
• Infantry • Seasoned Fighters • Replace the Sybarite's blades with one:
- poisoned blade........................................... +5 pts
Wargear: - anguisher.................................................. +15 pts
• Splinter rifle • Replace the Sybarite’s splinter pistol with:
• Splinter pistol - anquisher.................................................. +15 pts
• Blades (close combat weapon) • The Sybarite may take:
• Plasma grenades - haywire grenades....................................... +3 pts
- gruesome decorations................................ +4 pts
Dedicated Transport: - trophy rack.................................................. +5 pts
May select a Raider (see Dedicated Transports for points cost). - soul seeker ammo...................................... +8 pts
- terrorfex.................................................... +10 pts
- combat drugs............................................ +25 pts
- webway portal.......................................... +30 pts

Dark Eldar Army List 25


DEDICATED TRANSPORTS
RAIDER..................................................................................... 30 points Page 8

Model Options:
• Take one:
ARMOR
- dark lance or splinter cannon................... +10 pts
BS Front Side Rear - disintegrator or splinter bomb launcher.... +15 pts
Raider 4 10 10 10 • Take one:
- torture amp................................................. +5 pts
- slave snares............................................. +10 pts
Unit Composition: Wargear: • Take corpse adornments.................................. +5 pts
• 1 Raider None • Take harpoon lines........................................... +5 pts
• Take horrofex.................................................... +5 pts
• Take scythes..................................................... +5 pts
Unit Type: Transport Capacity: • Take stabilizers................................................. +5 pts
• Vehicle (Fast, Ten models • Take soul seeker ammo................................... +8 pts
Skimmer, Open-topped) • Take darkstar engine...................................... +10 pts
• Take night shield............................................. +10 pts
• Take screaming jets........................................ +10 pts

FAST ATTACK
SEEKER JETBIKE SQUAD.........................................................55 points Page 9
Unit Options:
WS BS S T W I A Ld Sv • Add up to 5 Warriors............................ +16 pts each
Seeker Warrior 4 4 3 3(4) 1 5 1 8 4+
Model Options:
Seeker Sybarite 5 4 3 3(4) 1 5 2 8 4+ • Replace one Warrior’s splinter rifles with one:
- splinter cannon.........................................+10 pts
- splinter bomb launcher............................. +20 pts
Unit Composition: Special Rules: • Replace the Sybarite’s splinter rifles with one:
• 1 Seeker Sybarite • Slave Raiders - blaster........................................................ +5 pts
• 2 Seeker Warriors • Twisted Minds - shredder or splinter cannon..................... +10 pts
• Replace the Sybarite’s splinter pistol with:
- poisoned blade...........................................+5 pts
Wargear: - anguisher................................................. +15 pts
Unit Type: • Seeker jetbike (included in profile) - agonizer................................................... +20 pts
• Eldar Jetbike • Soul seeker ammo • The Sybarite may take:
• Splinter pistol - haywire grenades.......................................+3 pts
• Plasma grenades - gruesome decorations............................... +4 pts
- trophy rack................................................. +5 pts
- terrorfex....................................................+10 pts
- combat drugs........................................... +25 pts
- webway portal.......................................... +30 pts

Dark Eldar Army List 26


FAST ATTACK
REAVER JETBIKE SQUAD......................................................... 65 points Page 9
Unit Options:
WS BS S T W I A Ld Sv • Add up to 7 Warriors.............................. +18 pts each
Reaver Wych 4 4 3(4) 3(4) 1 6 1 8 4+ Model Options:
Reaver Succubus 4 4 3(4) 3(4) 1 6 2 8 4+ • Give any Wych haywire grenades........... +3 pts each
• Replace one Wych’s splinter rifle with one:
- blaster........................................................ +5 pts
Unit Composition: - shredder................................................... +10 pts
• 1 Reaver Succubus Unit Type:
• Replace the Succubus’ splinter rifle with one:
• 2 Reaver Wyches • Eldar Jetbike
- blaster........................................................ +5 pts
- shredder................................................... +10 pts
• Replace the Succubus’ splinter pistol with one:
Wargear: Special Rules: - poisoned blade...........................................+5 pts
• Reaver jetbike (included in profile) • Slave Raiders - anguisher................................................. +15 pts
• Splinter pistol • Twisted Minds - agonizer................................................... +20 pts
• Blades (close combat weapon) • Reaver Drugs - punisher & tormentor helm...................... +25 pts
• Plasma grenades • Reaver Assault • The Succubus may take:
- gruesome decorations............................... +4 pts
- trophy rack................................................. +5 pts
- terrorfex....................................................+10 pts
- combat drugs........................................... +25 pts
- webway portal.......................................... +30 pts

HELLION SQUAD............................................................................65 points Page 10


Unit Options:
WS BS S T W I A Ld Sv • Add up to 7 Wyches.............................. +18 pts each
Hellion Wych 4 4 3 3 1 6 1 8 6+ 4+ Model Options:
Hellion Succubus 4 4 3 3 1 6 2 8 6+ 4+ • Give any Wych haywire grenades........... +3 pts each
• Replace one Wych’s hellglaive with one:
- blaster........................................................ +5 pts
Unit Composition: Unit Type: - shredder................................................... +10 pts
• 1 Hellion Succubus • Jump infantry - net slinger................................................ +15 pts
• 2 Hellion Wyches • Replace the Succubus’ hellglaive with one:
- poisoned blade.......................................... +5 pts
Special Rules:
- anguisher................................................. +15 pts
• Slave Raiders
Wargear: - agonizer................................................... +20 pts
• Twisted Minds
• Skyboard • The Succubus may take:
• Scouts
• Hellglaive - gruesome decorations............................... +4 pts
• Wych Tactics
- poisoned ammo......................................... +5 pts
• Evasive
- trophy rack................................................. +5 pts
• Hellion drugs
- terrorfex................................................... +10 pts
- combat drugs........................................... +25 pts
- webway portal......................................... +30 pts

Dark Eldar Army List 27


HEAVY SUPPORT
SCOURGE SQUAD.........................................................................80 points Page 11

Unit Options:
WS BS S T W I A Ld Sv • Add up to 5 additional Warriors............. +14 pts each
Scourge Warrior 4 4 3 3 1 5 1 8 5+
Model Options:
Scourge Sybarite 4 4 3 3 1 5 2 8 5+ • Replace up to 3 Warriors’ splinter rifles with up to 3:
- blaster................................................ +5 pts each
- dark lance, shredder, or splinter cannon
Unit Composition: Unit Type: ...................................................... +10 pts each
• 1 Scourge Sybarite • Jump Infantry - splinter bomb launcher................... +20 pts each
• 4 Scourge Warriors • Replace the Sybarite’s splinter rifle with one:
- blaster or poisoned blade.......................... +5 pts
- shredder or splinter cannon..................... +10 pts
Wargear: Special Rules:
- anguisher................................................. +15 pts
• Splinter rifle • Slave Raiders
- agoniser or splinter bomb launcher..........+20 pts
• Blades (close combat weapon) • Twisted Minds
• Replace the Sybarite's blades with one:
• Plasma grenades • Fleet
- poisoned blade.......................................... +5 pts
• Haywire grenades
- anguisher................................................. +15 pts
• Replace the Sybarite’s splinter pistol with:
- anquisher................................................. +15 pts
• The Sybarite may take:
- gruesome decorations............................... +4 pts
- trophy rack................................................. +5 pts
- soul seeker ammo..................................... +8 pts
- terrorfex................................................... +10 pts
- combat drugs........................................... +25 pts
- webway portal.......................................... +30 pts

TALOS.................................................................................................. 100 points Page 12

WS BS S T W I A Ld Sv Model Options:
Talos 5 3 7 7 3 4 2D3 – 3+ • Take soul vortex............................................. +25 pts

Unit Composition: Unit Type:


• 1 Talos • Monstrous Creature

Wargear: Special Rules:


• Talos Sting • Slave Raiders
• Crushing claws • Twisted Minds
• Fearless
• Hover
• Engine of Torture

RAVAGER........................................................................................... 120 points Page 11


Model Options:
ARMOR • Replace any dark lance with :
BS Front Side Rear - splinter cannon.............................................. free
Ravager 4 11 11 10 - disintegrator or splinter bomb launcher
........................................................ +5 pts each
• Take one:
- torture amp................................................. +5 pts
Unit Composition: Unit Type: - slave snares............................................. +10 pts
• 1 Raider • Vehicle (Fast, Skimmer, Open-topped) • Take corpse adornments.................................. +5 pts
• Take harpoon lines........................................... +5 pts
Wargear: • Take horrofex.................................................... +5 pts
• 3 Dark lances • Take scythes..................................................... +5 pts
• Dark veil • Take stabilizers................................................. +5 pts
• Take soul seeker ammo................................... +8 pts
• Take darkstar engine...................................... +10 pts
• Take night shield............................................. +10 pts
• Take screaming jets........................................ +10 pts

Dark Eldar Army List 28


SUMMARY
TROOP TYPES WEAPON TYPES
WS BS S T W I A Ld Sv Page Weapon Rng S AP Type
Archon 6 6 3 3 3 7 3 10 5+ 3
Archangel of Pain Template – – Assault 1*
Beastmaster 4 4 3 3 1 5 1 8 6+ 10
Blaster 12” 8 2 Assault 1 Lance
Dark Avatar 8 6 6 5 4 7 3 10 5+3+ 14
Blackfire Lightning 18” 9 1 Heavy 1 Blast Lance Arcing*
Dracon 5 5 3 3 2 6 2 9 5+ 3
Destructor Template 4 D6 Assault 1
Drazhar 6 4 4 3 3 6 3 9 3+ 16
Dark Lance 36” 8 2 Heavy 1 Lance
Grotesque 4 0 4 3 1 4 2 5 5+ 5
Disintegrator – choose one of the modes below
Haemonculus 4 4 3 4 2 4 2 8 4+ 4
Maximal 36” 7 2 Heavy 1 Blast
Hellion Succubus 4 4 3 3 1 6 1 8 6+ 4+ 10
Sustained 24” 4 3 Heavy 3
Hellion Wych 4 4 3 3 1 6 1 8 6+ 4+ 10
Dragon’s Breath Template 4 4 Assault 1 Melta (within 6”)
Incubus 5 4 3 3 1 5 1 8 3+ 5
Hellglaive 18” 3 5 Assault 1
Incubus Master 5 4 3 3 1 5 2 8 3+ 5
Net slinger – – – Assault 1 Large Blast*
Mandragora 4 0 3 3 1 5 2 8 5+ 6
Paralyzer 12” X – Pistol*
Mandrake 4 0 3 3 1 5 1 8 5+ 6
Shredder Template 6 6 Assault 1
Qellian Rastma 6 6 3(5) 3(4) 3 7 5 10 4+ 15
Splinter pistol 12” 3 5 Pistol
Reaver Succubus 4 4 3(4) 3(4) 1 6 2 8 5+ 9
Splinter cannon 24” 4 5 Assault 4
Reaver Wych 4 4 3(4) 3(4) 1 6 1 8 5+ 9
Splinter rifle 24” 3 5 Assault 1
Scourge Sybarite 4 4 3 3 1 5 2 8 5+ 11
Splinter bomb launcher 48” 5 4 Heavy 1 Barrage
Scourge Warrior 5 4 3 3 1 5 1 8 5+ 11
Stinger 12” X – Pistol
Seeker Sybarite 4 4 3 3(4) 1 5 2 8 4+ 9
Talos sting 12” X 5 Heavy D6*
Seeker Warrior 4 4 3 3(4) 1 5 1 8 4+ 9
Terrorfex 12” – – Assault 1 Blast*
Shadow Sybarite 5 5 3 3 1 5 2 8 5+ 8
Xenospasm 12” 3 3 Assault 1 Blast*
Shadow Warrior 5 5 3 3 1 5 1 8 5+ 8
Sybarite 5 4 3 3 1 5 2 8 5+ 8 *These weapons have have additional rules.
See their descriptions in the Forces and Wargear sections for more details.
Talos 5 3 7 7 3 4 2D3 10 3+ 12
Warp Beast 4 0 4 3 1 6 4 5 6+ 10
Warrior 4 4 3 3 1 5 1 8 5+ 8
Wych 4 4 3 3 1 6 1 8 6+ 7
Wych Sybarite 4 4 3 3 1 6 2 8 6+ 7 VEHICLES ARMOR
BS Front Side Rear
Wych Archite 6 6 3 3 3 8 3 10 6+ 3
Raider 4 10 10 10
Wych Dracite 5 5 3 3 2 7 2 9 6+ 3 Ravager 4 11 11 10

ARMOR
WS BS S Front Side Rear I A
Asdrubael Vect 6 6 4 11(14) 11(14) 10(14) 7 5

Dark Eldar Army List 29

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