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Codex: Dark Eldar The Fifth Edition Redux Dark Eldar Special Rules Dark Eldar Units with this special rul e have the Fleet of Foot, Acute Senses, and Furious Charge special rules. Fearless Reavers The skills of a Dark Eldar army usually rotate around the hunt. Units with this special rule may always charge on the turn that they disembark from a transport. In addition, units which fall back from a combat involvin g Fearless Reavers may be consolidated into if this is the case, the unit is immediately taken prisoner (see below) Prisoners of the Dark Eldar The Dark Eldar thrive on the sl ave trade. For each 10 models in a u nit destroyed in combat (or consolidated into as above) or forced to move off of the board by the Dark Eldar, a single Prisoner token (e.g. a model to represent the unit, or a simple marker) is added to the Prisoner pool . For each… The Dark Eldar army… The enemy’s army… 5 Prisoners Gains +1 Ld Has no effects applied. 10 Prisoners Adds +1 to their Movement Loses 1 Ld 15 Prisoners Rolls 2d6 for Consolidation Falls back 2d6-4 The Dark Kin Many are disgusted by the new appearance of the fallen ones. All models in an Eldar army which is battling a Dark Eldar army will gain the Preferred Enemy. However, Dark Eldar will gain +1 to hit (this is up to a maximum of 2+). Dark Eldar Weaponry Net Weaponry Weaponry with this special rule will immediately add 1 Prisoner token for each casualty dealt with them. They may o nly be used in Close Combat. Dark Matrix Weaponry with this special rule will gain +1 Strength for each 5 Prisoner Tokens taken by the army as a whole. Distillery Weapons with this special rule are used to help produce Combat Drugs  they make us feel… good. For each 5 casualties dealt by a weap on with this special rule, the bearer of the weapon will gain a Combat Drug (randomly from those in their entry). Dark Eldar Combat Drugs Dark Eldar Combat Drugs have a number of different effects. These are rolled for at the beginning of each Dark Eldar turn. All units with Combat Drugs are affected by the same effect, unless no ted in their special rules. D6 Roll Drug Effect 1 Out of Drugs The unit suffers withdrawal symptoms. No drug effects take effect this turn, and all will have a -1 modifier on all further rolls. 2 Purple Elephants… The units all gain +1 Strength and +1 Initiative, as well as Counter Attack, for this turn. 3 Feel No Pain The units all gain +1 Toughness and the Feel No Pain special rule for this turn. 4 Psycho Speed The units will strike first in any combat they are involved in this turn. 5 Hyper Reactionary The units will all gain +2 Attacks this turn, but lose 1 Initiative. 6  Adrenaline The units all go into an overdose. They gain ALL the abilities above for this turn, but all will have a -1 modifier on all further rolls

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Codex: Dark Eldar

The Fifth Edition Redux

Dark Eldar Special Rules

Dark EldarUnits with this special rule have the Fleet of Foot, Acute Senses, and Furious

Charge special rules.

Fearless Reavers

The skills of a Dark Eldar army usually rotate around the hunt. Units with this

special rule may always charge on the turn that they disembark from a transport.

In addition, units which fall back from a combat involving Fearless Reavers may

be consolidated into – if this is the case, the unit is immediately taken prisoner

(see below)

Prisoners of the Dark Eldar

The Dark Eldar thrive on the slave trade. For each 10 models in a unit destroyed

in combat (or consolidated into as above) or forced to move off of the board by

the Dark Eldar, a single Prisoner token (e.g. a model to represent the unit, or a

simple marker) is added to the Prisoner pool .

For each…  The Dark Eldar army…  The enemy’s army… 

5 Prisoners Gains +1 Ld Has no effects applied.

10 Prisoners Adds +1 to their Movement Loses 1 Ld

15 Prisoners Rolls 2d6 for Consolidation Falls back 2d6-4

The Dark KinMany are disgusted by the new appearance of the fallen ones. All models in an

Eldar army which is battling a Dark Eldar army will gain the Preferred Enemy.

However, Dark Eldar will gain +1 to hit (this is up to a maximum of 2+).

Dark Eldar WeaponryNet Weaponry

Weaponry with this special rule will immediately add 1 Prisoner token for each

casualty dealt with them. They may only be used in Close Combat.

Dark Matrix

Weaponry with this special rule will gain +1 Strength for each 5 Prisoner Tokens

taken by the army as a whole.

Distillery

Weapons with this special rule are used to help produce Combat Drugs  – they

make us feel… good. For each 5 casualties dealt by a weap on with this special

rule, the bearer of the weapon will gain a Combat Drug (randomly from those in

their entry).

Dark Eldar Combat DrugsDark Eldar Combat Drugs have a number of different effects. These are rolled for

at the beginning of each Dark Eldar turn. All units with Combat Drugs are

affected by the same effect, unless noted in their special rules.

D6 Roll Drug Effect

1 – Out of 

Drugs

The unit suffers withdrawal symptoms. No drug effects take effect

this turn, and all will have a -1 modifier on all further rolls.

2 – Purple

Elephants… 

The units all gain +1 Strength and +1 Initiative, as well as Counter

Attack, for this turn.

3 – Feel No

Pain

The units all gain +1 Toughness and the Feel No Pain special rule

for this turn.

4 – Psycho

Speed

The units will strike first in any combat they are involved in this

turn.

5 – Hyper

Reactionary

The units will all gain +2 Attacks this turn, but lose 1 Initiative.

6 – 

Adrenaline

The units all go into an overdose. They gain ALL the abilities above

for this turn, but all will have a -1 modifier on all further rolls

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Dark Eldar WeaponryHorrorfex 40pts Back Banner

Within this lies a thousand terrors. Once per player turn, you may unleash the

terrors in the fex – all units (except that which the character is attached to)

within 6+d6” must take a Leadership check or go to ground for the next game

turn. The character then takes a psychic test  – if failed, the character loses a

wound.

Terrorfex 15pts

This enhances the visage of the bearer. When a user of the Terrorfex charges an

enemy unit, they must take a Pinning test  – if failed, they strike at Initiative 1 and

may not react to the charge.

Totem of Pain 15pts Back Banner

This represents the suffering the bearer has caused. All enemy units with line of 

sight to the bearer will lose 1 Leadership. However, if the bearer is pinned thenthey will gain 1 Leadership, and the bearer will also take d3 Armour Saves.

Shadow Field 40pts Back Banner

The bearer has a 2+ Invulnerable Save. However, on the first failed save the field

must be restarted – the wielder loses the save until they are able to roll a 1 on

1d6 at the beginning of any player turn.

Incubi Armour 30pts

This gives the bearer a 3+ Armour Save as well as a 4+ Invulnerable Save and the

Relentless special rule. However, the bearer (and unit he is attached to) may not

pursue falling back units.

Slaver’s Gear 10pts

All of the user’s weapons become Net Weaponry in close combat. In addition,

the bearer reduces all enemy falling back d istances by d3.

Dark Eldar WeaponryHades Mask 30pts

The bearer has the Preferred Enemy special rule. In addition, the unit he is

attached with gains +1 WS each time that they win a close combat.

Poisoned Chalice 15pts

Once per game, the bearer may drink from this potent combination of drugs and

poison. Then roll a d6 – on any roll other than a 1 or 2, the drinker gains that

many wounds. This may bring him above their maximum wounds on the profile.

Bounty Rack 15pts Back Banner

This gives the bearer +1 Strength and +1 Toughness. In addition, a single

Independent Character killed in a close combat the bearer was invo lved in may

be mounted on the rack  – if it was a Named Character, all enemy units within 24”

lose 2 Ld, and if it was a normal Character all enemy units within 12” instead lose

1 Ld.

Enhanced Drugs 10pts

The bearer may choose to force a re-roll on the Combat Drugs table. However, i f 

this is the same result as the previous attempt, then the bearer is removed

immediately from play.

Darkness Doll 75pts

This is a Force Weapon, which also negates any psychic power used within 12” of 

the bearer on the d6 roll of a 3+ (as a Psychic Hood and/or Runic Weapon)

Note – a single Back Banner may be chosen per character.

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HQ  – Dark Eldar Archon

Type Pts WS BS S T W I A Ld Sv

Archon 80 7 5 4 3 3 7 3 9 4+

Unit Type: Infantry, Independent Character

Special Rules 

Dark Eldar, Fearless Reavers, Combat Drugs, Fearless

Payment in Place: An army which includes an Archon may include a single unit of 

either Incubi, Wyches (they remain an un-scoring unit), or Hellions as a Troops

Choice. If Hellions are chosen, then the Archon himself must be on a Skyboard.

Wargear:

All Archons are equipped with a Splinter Pistol – which has Poisoned Attacks (4+)

 – as well as a Close Combat Weapon and Haywire Grenades.

Options:Archons may choose to take any equipment from the list on Page 2 of this codex.

The Archon may replace his Splinter Pistol with a Shredder for no additional cost.

The Archon may replace his Close Combat Weapon with a Power Weapon for

+15pts, or for a Witchblade for +20pts.

The Archon may choose to ride a Hellion Skyboard for +15pts. This will give him a

4+ Invulnerable Save and +1 Toughness, as well as changing his unit type to

Jetbike. He may instead choose to take a Jetbike, giving him +1 Attack and +1

Toughness, as well as changing his unit type to Eldar Jetbike, for the same cost.

The Archon may take a Webway Portal for +15pts. This allows a single objective

to be designated as a Board Edge for the purposes of Dark Eldar deployment – 

however, only 1 unit may use the Portal per turn.

The Archon may take up to 4 models as a Bodyguard from the options on Page 3.

These count as a single Independent Character altogether. If a Jetbike or

Skyboard is taken, no Bodyguard may be taken.

OPTIONS – Bodyguard

Type Pts WS BS S T W I A Ld Sv

Incubi 20 5 4 3(4) 3 1 6 2 9 3+

Succubus 15 4 4 3 3 1 5 2 8 5+

Unit Type: Infantry

Special Rules

Dark Eldar, Fearless Reavers, Combat Drugs, Fearless (while Archon alive)

Intercept Attack: If a unit of Incubi is joined by an Independent Character, the

Character may not be allocated any wounds until the unit is dead, and counts as

a part of the unit for the purposes of Close Combat.

Parry: Incubi are skilled with t heir large Power Weapons. If they have a Power

Weapon, Incubi may force all models within base to base contact to fight with

one less attack than usual (to a minimum of 1 attack each).

Wargear:Incubi bear Incubi Armour, as well as either a Power Weapon and Splinter Pistol

or a pair of Lightning Claws (Equivilent). Succubae bear a Splinter Pistol, Close

Combat Weapon, and Haywire Grenades

Options:

Any Succubus in the Bodyguard may replace their Splinter Pistol with a Doom

Blaster for +5pts, Dark Lance for +10pts, or Shredder for +3pts.

Any model in the bodyguard may take Poisoned Attacks (5+) for +5pts. This

applies to all of their weapons, except from further upgrades.

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HQ  – The Master of Puppets

Type Pts WS BS S T W I A Ld Sv

Archon 140 5 5 3 3 3 6 2 10 4+

Unit Type: Infantry, Independent Character

Special Rules 

Dark Eldar, Fearless Reavers, Combat Drugs, Psyker

Psychic Abilities: The Master of Puppets may select two psychic abilities from the

list to the right before the game starts but after deployment has ended  – this is

for no additional points cost. He may use up to 1 power per turn.

Minor Psychic Powers: A number of powers to the left are listed as ‘Minor

Psychic Powers’. These do not count to the limit of powers which may be used

per game turn, however they must be purchased as a part of your army li st and

will cost X per choice.

Mental Break: The Master of Puppets suffers from Perils of the Warp on any

double, not just a double 1 or double 6. However, if his Invulnerable Save ispassed you do not have to re-roll it.

Wargear:

All Archons are equipped with a Splinter Pistol – which has Poisoned Attacks (4+)

 – as well as a Darkness Doll (included in cost)

Options:

The Master may choose to take a Jetbike, giving him +1 Attack and +1 Toughness,

as well as changing his unit type to Eldar Jetbike, for the same cost.

The Master may take a Webway Portal for +15pts. This allows a single objective

to be designated as a Board Edge for the purposes of Dark Eldar deployment – 

however, only 1 unit may use the Portal per turn.

The Master may take up to 4 models as a Bodyguard from the options on Page 3.

These count as a single Independent Character altogether. If a Jetbike or

Skyboard is taken, no Bodyguard may be taken.

Dark Eldar Psychic Powers

Certain models in the Dark Eldar army may take Psychic Powers. These

are used as described in the Warhammer 40,000 Rulebook.

Movement Phase Powers:

Cacophany: The psyker summons up the voices of those damned to the warp . All

enemy units which move within 18” of the Psyker must take a leadership test at -

2 – if failed, they may not make any actions in their player turn.

Dark Prism: The damned protect the psyker’s bodyguard . For this turn, all units

within 6” of the Psyker treat their save as Invulnerable.  

Power of Darkness: Grace and timing is granted by other’s loss . The psyker and

his unit may immediately move d6+2 inches forward – then remove d3 models

from the unit.

Shooting Phase Powers:

Abomination: A warp formed abomination springs into existence for moments.

The psyker and his unit count their weaponry as Pinning as well as Rending for

this turn.

Bonds of the Captor: One cannot escape shackles of the mind . Select a single

enemy unit within line of sight  – this unit takes 2d6 Strength 5 AP 4 hits, which

cause instant death. For each 2 models killed by this effect, add a single Prisoner

Token.

Assault Phase Powers:

Majesty of Form: The psyker alters the biology of his bodyguard . The psyker and

the unit he is attached to may CHOOSE their drug effect this tun.

Rampage: Insanity lends greatest strength. The psyker gains +d6 attacks this

turn. For each hit scored, the psyker may roll another Roll to Hit. This continues

until no more hits are rolled.

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Elites – Dark Eldar Incubi

Type Pts WS BS S T W I A Ld Sv

Blademaster 30 5 4 3(4) 3 2 6 2 9 3+

Incubi 20 5 4 3(4) 3 1 6 2 9 3+

Unit Type: Infantry. 5-10 models, 0-1 Blademaster

Special Rules

Dark Eldar, Fearless Reavers, Combat Drugs, Stubborn

Intercept Attack: If a unit of Incubi is joined by an Independent Character, the

Character may not be allocated any wounds until the unit is dead, and counts as

a part of the unit for the purposes of Close Combat.

Parry: Incubi are skilled with their large Power Weapons. If they have a Power

Weapon, Incubi may force all models within base to base contact to fight with

one less attack than usual (to a minimum of 1 attack each).

Wargear:Incubi bear Incubi Armour, as well as either a Power Weapon and Splinter Pistol

or a pair of Lightning Claws (Equivilent). Succubae bear a Splinter Pistol, Close

Combat Weapon, and Haywire Grenades

Options:

The Blademaster may choose to take up to 1 piece of equipment from Page 2.

Up to 1 Incubi for each 5 models in the unit may exchange their Splinter Pistol for

one of the following weapons below:

  Doom Blaster +5pts

  Splinter Cannon +5pts

  Dark Lance +10pts

Elites – Dark Eldar Grotesques

Type Pts WS BS S T W I A Ld Sv

Haemonculus 50 5 3 3 4 2 5 2 8 5+

Grotesque 13 6 3 3 4 1 4+d3 2 10 4+

Unit Type: Infantry. 9-19 models, 1 Grotesque

Special Rules 

Dark Eldar, Fearless Reavers, Combat Drugs, Fearless, Relentless, 4+ Cover Save

Mindless Abominations: If the Haemonculus of the squad is killed, the entire unit

gains the Rage and Counter Attack special rules.

House of Monsters: All units within 6” of a Grotesque squad have a +1 to their

Cover Save (a basic of 5+). If S hooting passes through a squad of Grotesques, half 

of that shooting will be applied to the Grotesques rather than the original target.

Feel No Pain: Grotesques only suffer Instant Death against Force Weapons. In

addition, they have the Feel No Pain special rule against ANY shooting (including

that which would ignore their saves)

Wargear:

The Haemonculus is equipped with a Bio Laser and Power Weapon. All

Grotesques are equipped with normal Close Combat Weapons.

Options:

The Haemonculus may take Beast Prods for +15pts – these allow the unit to re-

roll the distance that they Run in the shooting phase.

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Troops – Dark Eldar Warriors

Type Pts WS BS S T W I A Ld Sv

Succubus 15 4 4 3 3 1 5 2 8 5+

Warrior 7 4 4 3 3 1 4 1 7 5+

Unit Type: Infantry. 4-19 Warriors, 1 Succubus

Special Rules

Dark Eldar, Fearless Reavers, Combat Drugs

Raiding Party: Dark Eldar Warriors which are mounted in a Raider may choose to

either Outflank or Deep Strike.

Wargear:

Dark Eldar Warriors are equipped with a Splinter Rifle and Splinter Pistol, as well

as Haywire Grenades. The Succubus may exchange their Splinter Rifle for a Close

Combat Weapon at no extra cost.

Options:

For each 5 models in the un it, 1 Warrior may exchange their Rifle for one of the

following weapons:

  Splinter Cannon +5pts

  Doom Blaster +10pts

  Dark Lance +15pts

The entire unit may be equipped with Frag Grenades for +2pts per model

The Succubus may exchange their Close Combat Weapon for a Power Weapon

for +10pts. The Succubus may take a Hades Mask or Trophy Rack for the usual

cost

Dark Eldar Warriors which are mounted in a Raider may be counted as a Fast

Attack choice – they remain Scoring Units

Troops – Warp Beast Hunting Pack

Type Pts WS BS S T W I A Ld Sv

Haemonculus 50 5 3 3 4 2 5 2 8 5+

Warp Beast 7 3 0 4 4 1 D6 2 10 6+

Unit Type: Infantry (Beasts while Warp Beasts are alive). 9-19 models, 1

Grotesque

Special Rules 

Dark Eldar, Fearless Reavers, Combat Drugs, Fearless, Relentless, 6+ Cover Save

Mindless Abominations: If the Haemonculus of the squad is killed, the entire unit

gains the Rage and Counter Attack special rules.

Warp Howl: On any turn that a Hunting Pack charges, they will count as Initiative

10. They also gain +2 Attacks for the charge instead of +1.

Wargear:

The Haemonculus is equipped with a Bio Laser and Power Weapon. All WarpBeasts simply have basic Close Combat Weapons.

Options:

The Haemonculus may take Beast Prods for +15pts – these allow the unit to re-

roll the distance that they Run in the shooting phase.

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Fast Attack – Dark Eldar Hellion Skyboarders

Type Pts WS BS S T W I A Ld Sv

Skylord 33 5 4 3 3(4) 2 6 2 9 5+

Hellion 23 4 4 3 3(4) 1 5 2 8 5+

Unit Type: Jetbike. 4-9 Hellions. 1 Skylord

Special Rules

Dark Eldar, Fearless Reavers, Combat Drugs, Stubborn, 4+ Invulnerable Save,

Intercept Attack, Parry

Swooping Slice: Whenever a unit of Raptors charges, the reacting unit will not

gain the benefit of cover or Counter Attack. They also gain +2 attacks on the

charge.

Exposed: Hellion Skyboards which choose to Turbo Boost will count as having a

4+ Armour Save, not a Cover Save.

Wargear:Hellions are each equipped with a Power Weapon and a Twin Linked Splinter

Rifle (located in the board). The Skylord has a Close Combat Weapon as well.

Options:

For each 5 models in the unit, 1 Hellion may exchange their Rifle for one of the

following weapons:

  Splinter Cannon +5pts

  Doom Blaster +10pts

  Dark Lance +15pts

Fast Attack – Wych Reckoning Jetbikes

Type Pts WS BS S T W I A Ld Sv

Bikelord 33 5 4 3 3(4) 2 10-

d63 9 5+

Jetbiker  23 4 4 3 3(4) 1 10-

d6

2 8 5+

Unit Type: Jetbike. 4-9 Jetbikes, 1 Bikelord

Special Rules 

Dark Eldar, Fearless Reavers, Combat Drugs, Fearless, 6+ Cover Save

Drug Overload: All rolls on the Combat Drugs table are modified by 1 for the

purposes of their effects on a unit of Reckoning Jetbikes

Crash and Burn: If a Jetbike is destroyed in close combat, all models in base to

base contact to that bike will take a Strength 2 hit (this counts towards combat

resolution)

Wargear:

All Jetbikes are equipped with a Twin Linked Splinter Rifle and Close Combat

Weapon. The Bikelord also has Haywire Grenades

Options:

For each 5 models in the unit, 1 Hellion may exchange their Rifle for one of the

following weapons:

  Splinter Cannon +5pts

  Doom Blaster +10pts

  Dark Lance +15pts

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Fast Attack – Dark Eldar Sky Scourges

Type Pts WS BS S T W I A Ld Sv

Firelord 40 4 5 3(4) 3 2 5 2 9 4+

Scourge 30 4 5 3(4) 3 1 4 2 9 4+

Unit Type: Jet Infantry. 5-10 Scourges, 0-1 Firelord

Special Rules

Dark Eldar, Fearless Reavers, Combat Drugs, Stubborn, Swooping Slice

Concentrated Barrage: The weaponry carried by Sky Scourges counts as Pinning,

and has the Poisoned Attacks (3+) special rule.

Heavy Bombardment: Sky Scourges may fire their weaponry at units in close

combat – if this is the case, then randomly decide which unit will be affected for

each individual shot. If any casualties are caused, they will count towards Combat

Resolution during the Assault Phase.

Wargear:All Scourges are equipped with a Splinter Cannon and Jet Packs.

Options:

Any Scourge may choose to exchange their Splinter Cannon for one of the

following weapons:

  Heavy Shredder +5pts

  Doom Blaster +5pts

  Terrorfex Missiles +10pts

  Dark Lance +10pts

  Splinter Launcher +10pts

  Talos Stinger +15pts

  Horrorfex Missiles +15pts

Heavy Support – Dark Eldar Talos

Type Pts WS BS S Front Side Rear A

Talos Sly 80 3 3 10 12 12 12 D6

Talos Khaine 80 3 3 8(10) 13 13 13 2D6

Unit Type: Vehicle, Fast, Walker

Unit Size: 1-3 Talos of the same type

Special Rules 

Fleet, Net Weaponry

Indiscriminate Firepower: The Talos will always fire at the closest enemy unit

within line of sight. However, any friendly unit you pass through in trying to fire

at this target will take a Strength 4 hit. Units which are in close combat do not

count as in Line of Sight, and take no additional hits from this.

Towering Monstrosity: Each turn, a Prisoner Token may be spent on a Talos. If 

this is done, the Talos forces a Morale Check against any unit that they charge  – if 

failed, the target unit only gets 1 attack per model in combat this turn.Prisoner Engine: If any unit i s captured and converted to a Prisoner Token during

a combat involving at least one Talos, DOUBLE the Tokens you receive.

Wargear:

All Talos are armed with a pair of Dreadnought Close Combat Weapons (no

bonus attacks). The Talos Sly has a Talos Sting, while the Talos Khaine bears a

Talos Launcher

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Heavy Support – Khaine Scorpion

Type Pts WS BS S Front Side Rear A

Khaine Scorpion 350 4 3 8(10) 14 14 13 D6+3

Unit Type: Vehicle, Fast, Walker

Special Rules 

Fleet (2d6), Net Weaponry, Indiscriminate Bombardment, Prisoner Engine

Towering Monstrosity: Costs 3 Tokens instead of 1

Essence of Khaine: All Dark Eldar units within line of sight of the Khaine Scorpion

will gain Preferred Enemy and +1 Strength.

Harpoon Launcher: Any unit dealt a wound by the Harpoon Launcher will be

pulled 2d6 towards the Khaine Scorpion

Heavy Bore Net: Any unit dealt a wound by the Khaine Scorpion will be Pinned

immediately (even if Fearless) and loses the Counter Attack and Stubborn special

rules. If they are killed in the Assault Phase following this weapon being fired,

generate 1+d3 Tokens instead of just 1.

Wargear:

The Khaine Scorpion is equipped with four Dreadnought Close Combat Weapons

 – included in profile – as well as a Harpoon Launcher (counts as Dark Lance) and

two Splinter Cannons. Either the Launcher or Cannons may be fired in one turn  – 

not both.

Options:

For each 5 models in the unit, 1 Hellion may exchange their Rifle for one of the

following weapons:

  Splinter Cannon +5pts

  Doom Blaster +10pts

  Dark Lance +15pts

Heavy Support – Dark Eldar Slicer

Type Pts WS BS S Front Side Rear A

Slicer 110 4 5 9(10) 13 13 11 1(2)

Unit Type: Vehicle, Fast, Walker

Note: 1-3 Slicers may be purchased for each Heavy Support choice. These are

deployed as one choice, but may otherwise act independently during the game.

Special Rules 

Fleet, Tank Hunters

Endless Flurry of Blades: The Slicer gains +1 Attack for each model in base

contact with it. These use the basic Strength of 9, but still count as Power

Weapon attacks.

Fuelled by Pain: If you have 5 or more Prisoner Tokens in your pool, you may

spend them in order to fuel the Slicer. For the rest of the game, the Slicer charges

as a beast, rolls 2d6 (pick Highest) for Fleet, and has a basic profile of 3 attacks.

Engine of War: For +40pts, the Slicer may be taken as a Troops Choice. These willhowever lose the Fuelled by Pain special rule.

Wargear:

Slicers bear two Dreadnought Close Combat Weapons (bonuses in brackets), as

well as a Heavy Despoiler Cannon.

Options:

The Slicer may upgrade their Heavy Despoiler Cannon to an additional pair of 

Dreadnought Close Combat Weapons for +10pts  – this gives the model an

additional 2 attacks.

The Slicer may have Frag Grenade Launchers for +10pts  – this means that the

Slicer have Frag Grenades whenever they charge.

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