Professional Documents
Culture Documents
Fandex Dark Eldar v5
Fandex Dark Eldar v5
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.
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).
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.
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.
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.
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.
These malevolent blights are not content with the drinking of souls. They must have the flesh as well.
Mandrakes have been warped by the desires of She Who Thirsts and the shifting realities of the more dangerous parts of the webway. This has led to
the evolution of a dangerous hunter intent on feasting upon whatever it can, yet some Lords find this fringe element uniquely useful. Their ability to
remain unseen makes them a great answer to the constant ambitions of their underlings and competitors, and their fierce attacks make them worthy of a
specialized battlefield role.
WS BS S T W I A Ld Sv
Mandrake 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.
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.
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
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
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
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.
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.
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.
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.
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")
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.
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.
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.
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.
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)
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
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
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
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
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.
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+
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+
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
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
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
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
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
ARMOR
WS BS S Front Side Rear I A
Asdrubael Vect 6 6 4 11(14) 11(14) 10(14) 7 5