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8/2/2019 Codex Dark Eldar Redux
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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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