Post on 22-Nov-2014
BLACKSILVER RY
Codex: Dark Eldar
Beta review 2
Eero Salonen
8.3.2009
Contain rules for Dark Eldar army to Warhammer 40.000 5th edition
2
Forces of Dark Eldar: Dark Eldar special rules:
Army wide special rules:
Sneak detachment:
Story: Even if it looks that you have chased dark eldar in corner truth may be that you have just step in
their trap.
Rules:
Dark eldar army can include sneak detachment (see force organization)
Sneak detachment: comes play like reserve units, except whole detachment comes same time.
Backstab:
Story: Dark eldar are power hungry race, so even they have get their enemy in perfect trap they may
ditch their fellow dark eldar to get more power.
Rules:
Sneak detachment don't automatically comes play in turn five, but you roll reserve roll and detachment
doesn’t come to play if you roll 1, then roll backstab table:
Backstab table
1-2: Betrayal: Detachment leader is ditch you to fight alone with your enemy
3-4: Political deception: Only one of sneak detachment units comes in play.
4-6: 'Delayed': Sneak detachment comes to play on turn 6. (this is same as Betrayal if game length is
only 5 turns)
Slave raid:
Story: Most often dark eldar fight to get more slaves to entertain them and be sacrifices in their blood
rituals.
Rules: Instead using normal victory conditions. Dark eldar player may declare start of game that he/she is
come to get some slaves. Then Dark eldar player gets one victory per 10 prisoners or per one captured unit.
Unit special rules:
Independent Character: See characters section in Warhammer 40k rulebook
Fleet of Foot, Hit & Run, Fearless, Move Trough Cover and Feel No Pain: All this rules are detailed in
Universal Special Rules in Warhammer 40k rulebook
Retinue: Characters with this ability can take retinue, which make character a upgrade for retinue unit
and character losses his/her independent character rule.
Sole Leader: Archons and Archites are jealous their position and take any rivalry to their power. So in one
dark eldar detachment can have only one character with sole leader special rule
Dodge: Unit have 4+ invulnerable save in close combat
Slaver: Every model that is killed by this unit counts as prisoner.
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Kabal:
Archon Story:
Name WS BS S T W I A Ld Save
Archon 6 6 3 3 3 7 3 9 5+
Special rules:
Sole Leader, Retinue, Fleet of Foot, Independent Character
Leader of Kabal:
Story:
When new Archon rises to lead Kabal, dark eldar keep blood rite where they sacrifice hundreds even
thousands of slaves. This rites meaning is to create psychic link between Archon and his/her subjects.
Through this link Archon can make his/her subjects fear him/her more than anything or trust him/her
more than anything
Rules:
Dark Eldar in within 6" of Archon of have fearless special rule.
Wargear:
Shadow field:
Story:
Shadow fields are portable version of dark eldar vehicles night shields. This are superior to hide man size
creatures in shadows of battle field.
Rules:
Shadow field makes it bearer nearly invisible, he/she looks like mirage or shadow of sturcture or tree etc.
So all who want shoot it's bearer must roll 2d6x2" to see him/her. If night fight rule is in use, then only
2d6".
Drachon Story:
Name WS BS S T W I A Ld Save
Drachon 5 5 3 3 3 7 2 9 5+
Special rules:
Retinue, Independent Character
4
Asdrubael Vect Story:
Name WS BS S Armor I A
Asdrubael Vect 6 6 4 F 14/11 S 14/11 R 14/10 7 5
Special rules:
Sole leader, Leader of Kabal
Supreme lord of Kabal of the Black Heart: As leader of largest Kabal of Commorragh Asdrubael get
respects from of other Kabal leaders of Commorragh. There is no Archon, Archite or Haemonculus who
would dare to cross with Asdrubael. So player with Asdrubael can add or subtract one from sneak
detachment roll, sneak detachment comes in play automatically in start of 5th turn, there is no possibly for
backstab. Player with Asdrubael can choose but his main detachment as sneak detachment, but then
backstab is a possibility, although Asdrubael can re-roll this roll if he wants.
Wargear:
Dais of Destruction:
Asdrubael rides upon a Ravager that has been heavily modified to create a suitably ornate form of
transportation for such an important personage. Asdrubael, Dais and bodyguard have all been given a
single profile that reflects their overall combat ability. Opponents may not target individual 'bits' of Dais,
but by the same token Asdrubael and his bodyguard cannot dismount. As long you think of Asdrubael, the
Dais and the rest of his entourage as a special type of Ravager you won't go far wrong!.
The Following rules for Asdrubael, the Dais and his bodyguard apply:
Energy Field: The Dais is protected by a unique energy field rather than night shield. This shield gives it an
armor value of 14 in all directions against shooting attacks. Thanks for dark eldar insight of lance weapons
energy field gives against them armor value 13 rather than 12. Close combat attacks are made against the
Dais' ordinary armor values of 11 to the front and sides, and 10 to the rear.
Firepower: The Dais has two disintegrators and a dark lance. In addition, Asdrubael and his two bodyguards
are armed with splinter pistols and they shoot same manner as models mounted on an open-topped
skimmer. All weapons have a BS of 6.
Close Combat: If Dais moved 12" or less in the movement phase, it may make an assault move of up to 6"
of an enemy model. The Dais fights in close combat same way as a walker, using characteristics given in the
above profile, although in this case the attacks represent the attacks made by Asdrubael and his
bodyguard. Extra attacks for models equipped with two close combat weapons are included in the profile
and should not be taken again. Asdrubael and his bodyguard are armed with power weapons. Note
because Asdrubael and the Dais are treated as vehicle they will never fall back, even if defeated in close
combat.
5
Kruellagh the Vile, Archon of the Emasculators Story:
Name WS BS S T W I A Ld Save
Kruellagh 6 6 3 3 3 7 4 9 5+
Special rules:
Sole Leader, Leader of Kabal, Independent Character, Retinue
Death's Dance: Kruellagh may use her extra attack given by soul flyer same turn she gets them, but -2 to
iniative. Example Kruellagh make two unsaved wounds, she gets two extra attack on this turn this attacks
iniative is only 5, and if Kruellagh made with this attack unsaved wound it's iniative would be 3 and etc. If
Kruellagh make unsaved wounds attacks with iniative 1, then she doesn’t get any more attacks this turn.
Wargear:
Soul Flayer: Kruellagh is armed with a unique weapon called the Soul Flayer. From her hands extend two
lethal spikes that can be used to impale a victim and extract their vital juices. The Soul Flayer counts as two
set of poisoned blades so Kruellagh receives a +1 attack bonus and wounds on 2+. Any unsaved wound
made by in close combat by Kruellagh, gives her +1 attack end of her next assault phase.
Damnation Grenades: Kruellagh can use her terrorfex as grenade launcher for hers Damnation grenades.
When used to fire Damnation grenades terrorfex profile change following:
Range: 6" Strength: 4 AP: 3 Assault 1 Blast
Drazhar, Master of Blades Story:
Name WS BS S T W I A Ld Save
Drazhar 6 4 3 3 3 6 2(3) 9 3+
Special rules:
Bodyguard: Drazhar may take any wound which normally should divide to Archon or Drachon which
retinue Drazhar is. So if you have unit of six (including Drazhar and Dark Eldar lord) and it takes 7 wounds,
you can distribute wounds so, that all incubi’s take one wound except one take two and Drazhar take two
and dark eldar lord take none.
Wargear:
Disembowller blades: Drazhar is armed with a unique pair of weapons called Disembowller Blades. These
are treated as a power weapon that causes 2 wounds for each hit inflicted.
6
Decapitor, Mandrake champion
Story:
Name WS BS S T W I A Ld Save
Decapitator 5(6) 5 3 3 2 6 2(4) 9 5+
Special rules:
Independent Character
Shadow-skinned: see Mandrakes
Master Infiltrator: Decapitator is a supreme master at infiltrating an enemy army. Do not deploy him using
normal rules, even if in scenarios that don't normally allow infiltration to be used. Instead dark eldar player
can deploy Decapitator on any of his/hers own turns, but at in the turn three in anywhere on table but least
1" away from nearest enemy model. Decapitator may shoot and assault this turn.
Wargear:
Decapitator:
This is the weapon that has given Decapitor his name. it counts as power weapon, but if Decapitor rolls a 6
on any his hit rolls then that hit is counted as being at double strength.
Additional Limbs:
Two additional arms have been grafted onto Decapitator's body; these add +2 to his attacks and +1 to his
weapon skill.
Incubi Story:
Name WS BS S T W I A Ld Save
Incubi 5 4 3 3 1 5 1 8 3+
Incubi Master 5 4 3 3 1 6 2 8 3+
Special rules:
Slavers
Wargear:
Punisher:
The punisher is a two-handed power weapon. It adds +1 to the users strength.
Tormentor helm:
Count as splinter pistol and gives +1 attack in close combat.
Warriors
Story:
Name WS BS S T W I A Ld Save
Warrior 4 4 3 3 1 5 1 8 5+
Sybarite 4 5 3 3 1 6 2 8 5+
Special rules:
Slavers, Fleet of Foot
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Mandrakes
Story:
Name WS BS S T W I A Ld Save
Mandrake 4 4 3 3 1 5 1 8 5+
Special rules:
Shadow-skinned:
The special chameleon-like qualities of the Mandrakes allow them to blend into the background, even
when standing in open terrain. Mandrakes always count as being in cover, giving them a 5+ cover save. This
counts in an assault as well, so unless the attackers are armed with frag grenades, the Mandrakes will
always strike firs. If they are cover they gain a +2 bonus to the normal cover save.
Hidden Deployment:
Deploy as normal infiltrator unit, even if scenario don't allow infiltrators. Mandrakes can't be shoot or
assaulted before they move or shoot, but if they are not moved or haven shoot anybody when turn four
start they are counted as they have do so. So enemy can shoot and assault them freely.
Harlequins
Story:
Name WS BS S T W I A Ld Save
Harlequin 5 4 3 3 1 6 2 9 5+
Shadowseer 5 4 3 3 1 6 2 9 5+
Death Jester 5 4 3 3 1 6 2 9 5+
Troupe Master 5 4 3 3 1 6 3 10 5+
Special rules:
Fleet of Foot
Dance of Death: Harlequins have furious assault and hit & run special rules
Wargear:
Flip belt: Harlequins ignore difficult terrain
Holo Suit: Harlequins have 5+ inv. save.
Harlequin kiss: Close combat weapon, with rending special rule
Fusion pistol: Range: 6" S:8 AP: 1 pistol, melta
Shadowseer:
Story:
Hallucinogen grenades: Entire squad counts as armed plasma grenades
Veil of Darkness: If enemy wishes shoot harlequin unit, they must roll 2d6x2 their spotting distance in
inches
Death Jester: Story:
Shrieker cannon: Range: 24" S:6 AP:5 assault 3, pinning
Scourges
Story:
Name WS BS S T W I A Ld Save
Scourge 4 4 3 3 1 5 1 8 5+
Sybarite 4 5 3 3 1 5 2 8 5+
Wargear:
Scourge wings: Count as jump packs
8
Ravager
Story:
Name BS Armor
Ravager 4 F 11 S 11 R 10
Type: Tank, Skimmer, Fast, Open-topped
Cult:
Archite
Story:
Name WS BS S T W I A Ld Save
Archite 6 6 3 3 3 8 3 9 6+
Special rules:
Sole leader, fleet of foot, independent character, retinue, dodge
Cult Leader:
Story: When new Archite rises to lead cult, dark eldar keep blood rite where they sacrifice hundreds even thousands of
slaves. This rites meaning is to create psychic link between Archite and his/her subjects.
Rules: All Wych units within 6" of Archite get one drug efect more without any drawbacks.
Wargear:
Shadow field: see Archon
Wych weapons: see Wyches
Gladiator weapon: see Wyches
Drachite
Story:
Name WS BS S T W I A Ld Save
Drachite 5 5 3 3 2 7 2 9 6+
Special rules:
Fleet of foot, independent character, retinue, dodge
Wargear:
Wych weapons: see Wyches
Gladiator weapon: see Wyches
Lelith Hesperax Story:
Name WS BS S T W I A Ld Save
Lelith Hesperax 7 6 3 3 3 8 3 9 6+
Special rules:
Sole leader, fleet of foot, independent character, retinue, dodge
Cult Leader: See Archite
Wargear:
Shadow field: see Archon
Wych weapons: see Wyches
Agiel:
Story:
The Agiel is most perfectly crafted gladiator weapon covered with most deadly poisons of Haemonculus
and it is surrounded by distortion field with make it penetrating nearly any armor like they were paper.
Rules:
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Agiel always wounds on a roll 2+, and a roll to wound of 6 inflicts instant death on victim (regardless of
toughness value). Against targets with armor value, The Agiel always inflicts penetrating hit on roll 5+. No
armor saves allowed against the Agiel.
Wyches
Story:
Name WS BS S T W I A Ld Save
Wych 4 4 3 3 1 6 1 8 6+
Succubus 5 4 3 3 1 6 2 8 6+
Special rules:
Dodge, fleet of foot
Wargear:
Gladiator weapon:
Story:
Rules:
If bearer rolls a 6 on any of his/hers hit rolls then that hit is counted as being at double Strength.
Wych weapons:
Rules:
• No member of a unit fighting the Wyches in close combat counts as being equipped with additional
close combat weapon/weapons.
• All enemies with unmodified strength below double of Wyches strength halve their WS
characteristic (rounding up) for attacks made against the Wyches. Models with higher strength are
unaffected.
• If Wyches are in cover they count having defensive grenades.
Warp beast
Story:
Name WS BS S T W I A Ld Save
Warp beast 4 4 4 3 1 5 3 8 6+
Beastmaster 5 4 3 3 1 6 2 8 6+
Special rules:
Warp beast:
Story:
Rules:
Have fleet of foot special rule
If Beastmaster dies Warp Beast unit automatically fall back and cannot regroup
Have Move trough cover special rule
Succubuses
Story:
Name WS BS S T W I A Ld Save
Succubus 5 4 3 3 1 6 2 8 6+
Special rules:
Dodge, fleet of foot
Wargear:
Gladiator weapon: see Wyches
Wych weapons: see Wyches
10
Hellions
Story:
Name WS BS S T W I A Ld Save
Hellion 4 4 3 3 1 6 1 8 4+
Hellion succubus 5 4 3 3 1 6 2 8 4+
Special rules:
Hit & run
Wargear:
Hellion skyboard:
Story:
Rules:
If rider moves last turn he/she counts having 5+ invulnerable save.
Rider counts as jump infantry
Hellglaive:
Story:
Rules:
Gives +1 strength in first combat round
Counts as splinter rifle, but have range 12" and assault 2
Reaver jetbikes Story:
Name WS BS S T W I A Ld Save
Reaver 4 4 3(4) 3(4) 1 6 1 8 4+
Reaver Succubus 5 4 3(4) 3(4) 1 6 2 8 4+
Special rules:
Kamikaze:
If squad move over 12" they can still assault 6", if they do so unit must take dangerous terrain test (if they
such thing already they take test twice) and they can't take any saving rolls against those wounds and in
close combat they have +2 S instead +1 S from bike.
Wargear:
Haemonculus
Master Haemonculus
Story:
Name WS BS S T W I A Ld Save
Master Haemonculus 4 4 3 3 2 4 2 9 5+
Special rules:
Master Haemonculus:
Story:
Rules:
Before rolling wounds, Master Haemonculus can take Ld ship test if he/she succes all hits automatically
wounds, if he/she fails subract one from wounding results.
Wargear:
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Haemonculus Story:
Name WS BS S T W I A Ld Save
Haemonculus 4 4 3 3 2 4 2 8 5+
Urien Rakarth
Story:
Name WS BS S T W I A Ld Save
Urien Rakarth 4 4 3 3 2 4 2 9 5+
Special rules:
Retinue
Leader of Haemonculus:
Story:
Rules:
All hits made by Urien Rakarth always wounds.
Uber Grotesque
Story:
Name WS BS S T W I A Ld Save
Uber Grotesque 5 0 4 4 2 4 3 6 -
Special rules:
Immunity to pain: see Grotesque
Grotesques
Story:
Name WS BS S T W I A Ld Save
Grotesque 4 0 4 3 2 4 2 5 -
Special rules:
Immunity to pain:
Story:
Rules:
Ignore wounds from shooting attacks which S is under double their T. In close combat they have Feel no
pain special rule.
Stupid:
Story:
Rules:
If not companied by Individual character they must pass ld check in order to muve in the movement phase.
They assault normal.
Terrifying Opponent:
Story:
Rules:
Any opponents beaten by them in close combat automatically falls back
12
Talos
Story:
Name WS BS S T W I A Ld Save
Talos 5 3 7 7 3 4 D6 - 3+
Special rules:
Fearless, Monstrous Creature
Wildfire:
Story:
Rules:
When Talos shoots don't choose target, but roll hits and then allocate first hit so that first hits scored to
nearest enemy model to the Talos, the second hit to second closest, and so on until all the hits (if there are
any) have been used up. Once all possible models in range and Talos line of sight have been hit once each,
any further hits are wasted. Hits made by Talos cannot be allocated to another member of the unit.
Skimmer:
Story:
Rules:
The Talos can move over difficult or impassable terrain without any penalty. However if it starts or finished
its move in such terrain it will suffer a wound with no save on a D6 roll of 1
Wargear:
Talos Sting:
Story:
Rules:
Range 24" Strength 4 AP 5 Assault 6 Pinning
Prison ship squadron
Story:
Name BS Armor
Raider 4 F 10 S10 R 10
Name WS BS S T W I A Ld Save
Slaver 4 4 3 3 1 5 1 8 -
Special rules:
Never leave ship:
Story:
Rules:
Unit is embarked in raider beginning of game and can only disembark if raider, if it wrecked/destroy.
Superior slavers:
Story:
Rules:
If squad make slave snare attack against falling back unit, units is destroyed and all models in it counts as
prisoners.
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Wargear:
Ranged Weapons:
Blaster:
Story:
Rules:
Range Strength AP Type
12” 8 2 Assault 1 lance
Dark lance:
Story:
Rules:
Range Strength AP Type
36” 8 2 Assault 1 lance
Destructor:
Story:
Rules:
Range Strength AP Type
Template 4 D6 Assault 1
Disintegrator:
Story:
Rules:
Range Strength AP Type
max 36” 7 2 Heavy 1 blast
sustain 24” 4 3 Heavy 4
Shedder:
Story:
Rules:
Range Strength AP Type
12” 6 - Assault 1 blast
Splinter cannon:
Story:
Rules:
Range Strength AP Type
24” 4 5 Assault 4 rending
Splinter rifle:
Story:
Rules:
Range Strength AP Type
24” 3 5 Assault 1 rending
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Splinter pistol:
Story:
Rules:
Range Strength AP Type
12” 3 5 Pistol rending
Stinger:
Story:
Rules:
Range Strength AP Type
12” 6 5 Blast rending
Terrorfex:
Story:
Rules:
Target unit take pinning test ld -1/hit
Range Strength AP Type
12” X - Assault 1 blast
Arch angel of pain:
Story:
Rules:
range: template, str: x, ap: x, assault 1, once in battle, target unit must take pinning test with ld -2 for
every hit
Xenospam: range:
Story:
Rules:
12", str: 3, ap: 3, assault 1, blast, terrorfex
Close combat Weapons:
Agonaiser:
Story:
Rules:
Power weapon, poison (4+)
Punisher:
Story:
Rules:
Power weapon, +1 user str., two-handed
Scissorhand:
Story:
Rules:
Poison (2+), +1 attack
Wargear:
Soul seekers:
Story:
Rules:
Splinter weapons, re-roll, no cover saves
15
Combat drugs:
Story:
Rules:
Drugs effect whole squad at same time and squad uses always same effect combination
Start of own turn squad can choose any number of effects. Roll 1d6 per chosen effect. If a double is rolled
unit suffers one wound (no saves of any kind), if triple is rolled unit suffers d6 wound, if quad is rolled all
models in squad take one wound. If five of a kind is rolled whole squad is killed outright. If unit have
multiple drugs it can take effect of all those tables. If unit is under three or more effects it suffer side effect
from each drug what it is taken. Chosen effects last start of next own turn
Types:
Assault drugs:
A) +1 A
B) Iniative 10
C) +1 WS
D) +1 S
Side effect: rage
Speed drug:
A) May assault 12"
B) May move 12"
C) +1 A
D) Iniative 10
Side effect: All terrain is dangerous
Focusing drugs:
A) Can shoot 6" farer (with any weapon execpt template)
B) +1 shot
C) BS + 1
D) May re-roll misses
Side effect: WS drops to 0
Defensive drugs:
A) +1 T
B) Fell no pain
C) +1 As
D) +1 WS
Side effect: Slow and purposeful
Hell mask:
Story:
Rules:
One enemy model in same close combat close with bearer lose one attack. Bearers player can choose who.
Gruesome talisman:
Story:
Rules:
When calculate combat result, roll d6 if result is 4+, add one to wounds what your enemy is suffered
16
Tormentor helm:
Story:
Rules:
Counts splinter pistol, and can use even if bearer has two weapons or two-handed weapon.
Vehicle upgrades:
Horrorfex: Range 18" terrorfex
Night Shield: Enemy must roll test to see ship 2d6x3, in night fight 2d6x2
Screaming jets: Ship can deep strike, passenger count as embarked this turn
Slave snares: all non-dark eldar units in vehicle path take d6 S4 hit. Each kill counts as slave capture.
Haemonculus only:
Torture amp: Vehicle can make tank shock even if it is not a tank
Wych only:
Scaling nets: Wyches/Succubus’s/Archites/Drachites can embark and disembark same turn and they can do that in
middle of vehicles movement. Vehicle is easier to hit. 0-6" auto hit, 6-24" 4+ hit.
Kabal only:
Trophy tracks: All enemies within 6" of vehicle must subtract one from their leadership.
If vehicle causes pinning test to enemy unit it take that -1 ld and -2 ld if they are within 6" of vehicle.
17
Dark Eldar Army list
Force organization Dark Eldar army may include normal detachments so much as mission allow and one sneak detachment.
Each detachment can only take units only from one list (Kabal, Cult or Haemonculus)
Kabal:
Standard mission:
Compulsory:
1 HQ
2 Troops
Optional:
1 HQ
4 Troops
3 Elite
3 Heavy supports
Sneak Detachment:
Compulsory
1 HQ
1 Troop
Optional
2 Troops
2 Elite
1 Heavy support
Max 5 units
Cult:
Standard mission:
Compulsory:
1 HQ
2 Troops
Optional:
1 HQ
4 Troops
3 Elite
3 Heavy supports
Sneak Detachment:
Compulsory
1 HQ
1 Troop
Optional
2 Troops
1 Elite
2 Fast Attacks
Max 5 units
Haemonculus:
Standard mission:
Compulsory:
1 HQ
2 Elite/Fast Attack/Heavy Support
Optional:
2 HQ
3 Fast Attacks
3 Elite
3 Heavy supports
Sneak Detachment:
Compulsory
1 HQ
1 Elite/Fast Attack/Heavy Support
Optional
1 HQ
2 Fast Attacks
2 Elite
Max 5 units
18
Kabal HQ 0-1 Archon Points: 75
Unit Composition
• 1 Archon
Unit Type:
• Infantry
Wargear:
• Haywire grenades
• Plasma grenades
• Splinter pistol
• Combat Blade
• Shadow field
• Spiked armor
Special Rules:
• Sole Leader
• Fleet of Foot
• Kabal Leader
• Retinue
• Independent Character
Options:
• May have one of the following: − Tormentor helm: 10 points
− Hell mask: 5 points
• May have one of the following: − Speed drugs: 25 points
− Assault drugs: 25 points
− Defensive drugs: 25 points
− Focusing drugs: 25 points
• May Replace Combat Blade with − Agonaiser: 20 points
− Poisoned blades: 5 points
− Power weapon: 15 points
• May have one of the following: − Punisher 20 points
− Splinter rifle: 2 points
• May have any of the following: − Soul seeker ammunition: 10 points
− Trophy track: 5 points
− Webway portal homer: 50 points
− Terrorfex: 15 points
Drachon Points: 45
Unit Composition
• 1 Drachon
Unit Type:
• Infantry
Wargear:
• Haywire grenades
• Plasma grenades
• Splinter pistol
• Combat Blade
• Spiked armor
Special Rules:
• Fleet of Foot
• Retinue
• Independent Character
Options:
• May have one of the following: − Tormentor helm: 10 points
− Hell mask: 5 points
• May have one of the following: − Speed drugs: 25 points
− Assault drugs: 25 points
− Defensive drugs: 25 points
− Focusing drugs: 25 points
• May Replace Combat Blade with − Agonaiser: 20 points
− Poisoned blades: 5 points
− Power weapon: 15 points
• May have one of the following: − Punisher 20 points
− Splinter rifle: 2 points
• May have any of the following: − Soul seeker ammunition: 10 points
− Trophy track: 5 points
− Webway portal homer: 50 points
− Terrorfex: 15 points
Name WS BS S T W I A Ld Save
Archon 6 6 3 3 3 7 3 9 5+
Name WS BS S T W I A Ld Save
Drachon 5 5 3 3 3 7 2 9 5+
19
0-1 Asdrubael Vect Points: 277 Name WS BS S Armor I A
Asdrubael Vect 6 6 4 F 14/11 S 14/11 R 14/10 7 5
Unit composition:
• 1 Asdrubael Vect
Unit type:
• Vehicle
Wargear:
• Dais of Destruction
Special Rules:
• Sole Leader
• Fleet of Foot
• Kabal Leader
0-1 Kruellagh Points: 125 Name WS BS S T W I A Ld Save
Kruellagh 6 6 3 3 3 7 4 9 5+
Unit composition:
• 1 Kruellagh
Unit type:
• Infantry
Wargear:
• Hell mask
• Terrorfex (with Damnation
grenades)
• Soul Flayer
• Shadow field
Special Rules:
• Sole Leader
• Fleet of Foot
• Kabal Leader
• Retinue
• Independent Character
0-1 Drazhar Points: 90
Name WS BS S T W I A Ld Save
Drazhar 6 4 3 3 3 6 2(3) 9 3+
Unit composition:
• 1 Drazhar
Unit type:
• Infantry
Wargear:
• Tormentor helm
• Disembowller Blades
• Incubi armor
Special Rules:
• Bodyguard
0-1 Decapitor Points: 112 Name WS BS S T W I A Ld Save
Decapitator 5(6) 5 3 3 2 6 2(4) 9 5+
Unit composition:
• 1 Decapitor
Unit type:
• Infantry
Wargear
• Splinter Pistol
• Decapitator
• Additional Limbs
• Severed heads
Special Rules:
• Shadow-skinned
• Master Infiltrator
• Independent Character
• Fleet of Foot
20
Warrior retinue Points: 80
Name WS BS S T W I A Ld Save
Warrior 4 4 3 3 1 5 1 8 5+
Sybarite 4 5 3 3 1 6 2 8 5+
Unit composition:
• 4 Warriors
• 1 Sybarite
Unit type:
• Infantry
Wargear:
• Splinter rifle
• Plasma grenades
• Spiked armor
Special rules:
• Fleet of Foot
• Slavers
Dedicate Transport:
• Raider (see Transports)
• Webway (see Transports)
Options:
• May include up to fifteen additional Warriors: +14 points
per model
• One Warrior can replace his/her splinter rifle with:
− A shedder: +10 points
− A blaster: +5 points
• One Warrior can replace his/her splinter rifle with:
− A dark lance: +10 points
− A splinter cannon: +10 points
• The Sybarite may replace his/her splinter rifle with:
− Power weapon and splinter pistol: +10 points
− Agonaiser and splinter pistol: +15 points
• The squad may be given any of the following:
− Assault drugs: +50 points
− Focusing drugs: +50 points
− Defensive drugs: +50 points
Sybarite retinue Points: 120
Name WS BS S T W I A Ld Save
Sybarite 4 5 3 3 1 6 2 8 5+
Unit composition:
• 5 Sybarite
Unit type:
• Infantry
Wargear:
• Splinter pistol
• Combat blades
• Plasma grenades
• Spiked armor
Special rules:
• Fleet of Foot
• Slavers
Dedicate Transport:
• Raider (see Transports)
• Webway (see Transports)
• Options:
• May replace their combat blades with:
− Power weapons: +75 points
− Agonaiser: +100 points
• The squad may be given any of the following:
− Assault drugs: +75 points
− Focusing drugs: +75 points
− Defensive drugs: +75 points
Incubi retinue Points: 150 Name WS BS S T W I A Ld Save
Incubi 5 4 3 3 1 5 1 8 3+
Incubi Master 5 4 3 3 1 6 2 8 3+
Unit composition:
• 4 Incubi
• 1 Incubi master
Unit type:
• Infantry
Wargear:
• Punisher
• Plasma grenades
• Incubi armor
• Tormentor helm
Special rules:
• Slavers
Dedicate Transport:
• Raider (see Transports)
• Webway (see Transports)
Options:
• May include up to five additional Incubi: +25 points
per model
• Up to two Incubi can replace his/her punisher with:
− A shedder: +10 points
− A blaster: +5 points
• The Incubi Master may replace his/her punisher
with:
− Power weapon and splinter pistol: +15 points
− Agonaiser and splinter pistol: +20 points
• The squad may be given any of the following:
− Assault drugs: +50 points
− Defensive drugs: +50 points
21
Kabal Troops
Warrior Squad Points: 150 Name WS BS S T W I A Ld Save
Warrior 4 4 3 3 1 5 1 8 5+
Sybarite 4 5 3 3 1 6 2 8 5+
Unit composition:
• 9 Warriors
• 1 Sybarite
Unit type:
• Infantry
Wargear:
• Splinter rifle
• Plasma grenades
• Spiked armor
Special rules:
• Fleet of Foot
• Slavers
Dedicate Transport:
• Raider (see Transports)
• Webway (see Transports)
Options:
• May include up to ten additional Warriors: +14 points
per model
• Two Warriors can replace his/her splinter rifle with:
− A shedder: +10 points
− A blaster: +5 points
• Two Warriors can replace his/her splinter rifle with:
− A dark lance: +10 points
− A splinter cannon: +10 points
• The Sybarite may replace his/her splinter rifle with:
− Power weapon and splinter pistol: +10 points
− Agonaiser and splinter pistol: +15 points
• The squad may be given any of the following:
− Assault drugs: +50 points
− Focusing drugs: +50 points
− Defensive drugs: +50 points
22
Kabal Elite Mandrakes Points: 90 Name WS BS S T W I A Ld Save
Mandrake 4 4 3 3 1 5 1 8 5+
Unit composition:
• 5 Mandrakes
Unit type:
• Infantry
Wargear:
• Splinter pistol
• Close combat weapon
• Plasma grenades
• Spiked armor
Special rules:
• Shadow-skinned
• Hidden deployment
• Surprise attack
• Fleet of foot
Options:
• May include up to five additional Mandrakes: +18 points per model
• Any model can replace his close combat weapon with:
− Poisonous blades: +5 points per model
Harlequin Troupe Points: 90 Name WS BS S T W I A Ld Save
Harlequin 5 4 3 3 1 6 2 9 5+
Shadowseer 5 4 3 3 1 6 2 9 5+
Death Jester 5 4 3 3 1 6 2 9 5+
Troupe Master 5 4 3 3 1 6 3 10 5+
Unit composition:
• 5 Harlequin
Unit type:
• Infantry
Wargear:
• Shuriken pistol
• Close combat
weapon
• Flip belts
• Holo suit
Special rules:
• Dance of Death
• Fleet of Foot
Options:
• May include up to five additional Harlequin: +18 points per model
• Any model can replace his close combat weapon with:
− Harlequin kiss: +4 points per model
Character:
• One Harlequin may be upgraded to a Troupe Master: +20 points
• One Harlequin may be upgraded to a Death Jester: +10 points
• One Harlequin may be upgraded to a Shadowseer: +30 points
23
Kabal Heavy Support
Scourges Points: 120 Name WS BS S T W I A Ld Save
Scourge 4 4 3 3 1 5 1 8 5+
Sybarite 4 5 3 3 1 5 2 8 5+
Unit composition:
• 4 Scourges
• 1 Sybarite
Unit type:
• Jump Infantry
Wargear:
• Splinter rifle
• Spiked armor
Special rules:
• Fleet of Foot
• Slavers
Dedicate Transport:
• Webway (see Transports)
Options:
• May include up to ten additional Scourges: +22 points per
model
• Four Scourges can replace his/her splinter rifle with:
− A dark lance: +10 points
− A splinter cannon: +10 points
• The Sybarite may replace his/her splinter rifle with:
− Dark Lance: +15 points
− Splinter cannon: +20 points
• The squad may be given any of the following:
− Focusing drugs: +50 points
− Defensive drugs: +50 points
Ravager Points: 105 Name BS Armor
Ravager 4 F 11 S 11 R 10
Unit composition:
• 1 Ravager
Unit type:
• Vehicle (Skimmer, tank, fast,
open topped)
Wargear:
• 3 dark lances
Dedicate Transport:
• Webway (see Transports)
Options:
• Up to three dark lances can be replaced:
− A disintegrator: +5 points
− A splinter cannon: free
• A ravager may be given any of the following:
− Horrorfex: +5 points
− Night shields: +30 points
− Screaming jets: +10 points
24
Cult HQ 0-1 Archite Points: 100 Name WS BS S T W I A Ld Save
Archite 6 6 3 3 3 8 3 9 6+
Unit Composition:
• 1 Archite
Unit Type:
• Infantry
Wargear:
• Wych weapon
• Splinter pistol
• Shadow field
• Plasma grenades
• Haywire grenades
• Gladiator weapon
Special Rules:
• Sole Leader
• Fleet of Foot
• Cult Leader
• Wych
• Retinue
Options:
• An Archite may also give one of the following:
− Reaver jetbike: 35 points
− Hellion skyboard: 15 points
• An Archite may also give one of the following:
− Hell mask: 5 points
• An Archite may also give any of the following:
− Speed drugs: 30 points
− Assault drugs: 30 points
− Defensive drugs: 30 points
− Focusing drugs: 30 points
• An Archite may replace his/her gladiator weapon with:
Single handed weapons:
− Agonaiser: 17 points
− Poisoned blades: 2 points
− Power weapon: 12 points
Two handed weapons:
− Hellglaive*: free
*Archite must take hellion skyboard
• An Archite may be given any of the following:
− Trophy track: 5 points
− Webway portal homer: 50 points
− Terrorfex: 15 points
Drachite Points: 55 Name WS BS S T W I A Ld Save
Drachite 5 5 3 3 2 7 2 9 6+
Unit Composition:
• 1 Drachite
Unit Type:
• Infantry
Wargear:
• Wych weapons
• Splinter pistol
• Plasma grenades
• Haywire grenades
• Gladiator weapon
Special Rules:
• Fleet of Foot
• Wych
Options:
• A Drachite may also give one of the following:
− Reaver jetbike: 35 points
− Hellion skyboard: 15 points
• A Drachite may also give one of the following:
− Hell mask: 5 points
• A Drachite may also give two of the following:
− Speed drugs: 30 points
− Assault drugs: 30 points
− Defensive drugs: 30 points
− Focusing drugs: 30 points
• May be given one of following:
− Agonaiser: 12 points
− Poisoned blades: free
− Power weapon: 7 points
− Hellglaive*: free
*Drachite must take hellion skyboard
• A Drachite may be given any of the following:
− Trophy track: 5 points
− Webway portal homer: 50 points
− Terrorfex: 15 points
25
0-1 Lelith Hesperax Points: 120 Name WS BS S T W I A Ld Save
Lelith Hesperax 7 6 3 3 3 8 3 9 6+
Unit composition:
• 1 Lelith Hesperax
Unit type:
• Infantry
Wargear:
• Agiel
• Shadow field
• Splinter pistol
• Assault drugs
• Speed Drugs
Special Rules:
• Sole Leader
• Fleet of Foot
• Cult Leader
• Wych
Wych Retinue Points: 130 Name WS BS S T W I A Ld Save
Wych 4 4 3 3 1 6 1 8 6+
Succubus 5 4 3 3 1 6 2 8 6+
Unit composition:
• 4 Wych
• 1 Succubus
Unit type:
• Infantry
Wargear:
• Wych weapons
• Wych armor
• Splinter pistol
• Plasma grenades
• Haywire grenades
• Gladiator weapon
• Assault drugs
Special Rules:
• Dodge
• Fleet of foot
• Slavers
Dedicate Transport:
• Raider (see Transports)
• Webway (see Transports)
Options:
• May include up to fifteen additional Wych: +20 points per
model
• Two Wych can replace his/her weapons with:
− A shedder: +5 points
− A blaster: free
• The Succubus may replace his/her gladiator weapon with:
− Power weapon: +7 points
− Agonaiser: +12 points
• The squad may be given any of the following:
− Defensive drugs: +50 points
− Speed drugs: +50 points
Succubus Retinue Points: 190 Name WS BS S T W I A Ld Save
Succubus 5 4 3 3 1 6 2 8 6+
Unit composition:
• 5 Succubus’s
Unit type:
• Infantry
Wargear:
• Wych weapons
• Wych armor
• Splinter pistol
• Plasma grenades
• Haywire grenades
• Gladiator weapon
• Assault drugs
Special Rules:
• Dodge
• Fleet of foot
• Slavers
Dedicate Transport:
• Raider
• Webway (see Transports)
Options:
• May include up to five additional Succubus: +35 points per
model
• May replace gladiator weapons with:
− Power weapons: +7 points per model
− Agonaiser: +12 points per model
• The squad may be given any of the following:
− Defensive drugs : +50 points
− Speed drugs: +50 points
26
Cult Troop
Wyches Squad Points: 130 Name WS BS S T W I A Ld Save
Wych 4 4 3 3 1 6 1 8 6+
Succubus 5 4 3 3 1 6 2 8 6+
Unit composition:
• 4 Wych
• 1 Succubus
Unit type:
• Infantry
Wargear:
• Wych weapons
• Wych armor
• Splinter pistol
• Plasma grenades
• Haywire grenades
• Gladiator weapon
• Assault drugs
Special Rules:
• Dodge
• Fleet of foot
• Slavers
Dedicate Transport:
Raider
Webway (see
Transports)
Options:
• May include up to fifteen additional Wych: +20 points per model
• Two Wych can replace his/her weapons with:
− A shedder: +5 points
− A blaster: free
• The Succubus may replace his/her gladiator weapon with:
− Power weapon: +7 points
− Agonaiser: +12 points
• The squad may be given any of the following:
− Defensive drugs: +50 points
− Speed drugs: +50 points
27
Cult Elite Warp beast pack: Points: 70 Name WS BS S T W I A Ld Save
Warp beast 4 4 4 3 1 5 3 8 6+
Beastmaster 5 4 3 3 1 6 2 8 6+
Unit composition:
• 3 Warp beasts
• 1 Beastmaster
Unit type:
• Cavalry
Wargear:
Beastmaster:
• Wych armor
• Splinter pistol
• Gladiator weapon
• Speed drugs*
*Uses always may assault 12" option
Special Rules:
Dodge (Beastmaster only)
Fleet of foot
Dedicate Transport:
• Raider
• Webway (see Transports)
Options:
• May include up to two additional Warp Beast: +12 points per
model
• The Beastmaster may replace his/her gladiator weapon with:
− Power weapon: +7 points
− Agonaiser: +12 points
Succubus Squad: Points: 190 Name WS BS S T W I A Ld Save
Succubus 5 4 3 3 1 6 2 8 6+
Unit composition:
• 5 Succubus’s
Unit type:
• Infantry
Wargear:
• Wych weapons
• Wych armor
• Splinter pistol
• Plasma grenades
• Haywire grenades
• Gladiator weapon
• Assault drugs
Special Rules:
• Dodge
• Fleet of foot
• Slavers
Dedicate Transport:
• Raider
• Webway (see Transports)
Options:
• May include up to five additional Succubus: +35 points per model
• The Succubus may replace their gladiator weapons with:
− Power weapons: +7 points per model
− Agonaiser: +12 points per model
• The squad may be given any of the following:
− Defensive drugs: +50 points
− Speed drugs: +50 points
28
Cult Fast Attack Hellions Squad: Points: 80 Name WS BS S T W I A Ld Save
Hellion 4 4 3 3 1 6 1 8 4+
Hellion succubus 5 4 3 3 1 6 2 8 4+
Unit composition:
• 2 Hellions
• 1 Hellion
Succubus
Unit type:
• Jump infantry
Wargear:
• Hellion armor
• Hellglaive
• Assault drugs
• Hellion skyboard
Special Rules:
• Hit & run
Dedicate Transport:
• Webway (see
Transports)
Options:
• May include up to seven additional Hellion: +20 points per
model
• One Hellion can replace his/her weapons with:
− A shedder: +10 points
− A blaster: +5 points
• The Succubus may replace his/her Hellglaive weapon with:
− Power weapon: +5 points
− Agonaiser: +10 points
• The squad may be given any of the following:
− Defensive drugs: +50 points
− Focusing drugs: +50 points
Reaver jetbike squadron Points: 125 Name WS BS S T W I A Ld Save
Reaver 4 4 3(4) 3(4) 1 6 1 8 4+
Reaver Succubus 5 4 3(4) 3(4) 1 6 2 8 4+
Unit composition:
• 2 Reavers
• 1 Reaver
Succubus
Unit type:
• Jetbikes
Wargear:
• Splinter pistol
• Splinter rifle
• Assault drugs
Special Rules:
• Eldar jetbike
• Kamikaze
Dedicate Transport:
• Webway (see Transports)
Options:
• May include up to seven additional Reaver: +20 points per
model
• Up to two Reavers may replace his/her splinter rifle with:
− A shedder: +15 points
− A blaster: +10 points
• The Succubus may give one of the following:
− Power weapon: +10 points
− Agonaiser: +15 points
− Poisoned blades: +5 points
• The squad may be given any of the following:
− Defensive drugs: +50 points
− Focusing drugs: +50 points
29
Haemonculus HQ
Master Haemonculus: Points: 50 Name WS BS S T W I A Ld Save
Master Haemonculus 4 4 3 3 2 4 2 9 5+
Unit composition:
• 1 Master
Haemonculus
Unit type:
• Infantry
Wargear:
• Hell mask
• Plasma grenades
Special Rules:
• Master Haemonculus
• Retinue
• Independent Character
Options:
• Master Haemonculus must have one and may take another
one of the following:
− Single-Handed weapons:
− Destructor: +15 points
− Scissorhand: +5 points
− Stinger: +30 points
• Master Haemonculus may take another any of the following:
− Crucible of Malediction: +20 points
− Terrorfex: +15 points
− Webway homer: +50 points
Haemonculus: Points: 25
Name WS BS S T W I A Ld Save
Haemonculus 4 4 3 3 2 4 2 8 5+
Unit composition:
• 1 Haemonculus
Unit type:
• Infantry
Wargear:
• Hell mask
• Plasma grenades
Special Rules:
• Retinue
Options:
• May include up to two additional Haemonculus: +25 points per
model
• Must take one and may take another one of the following:
− Destructor: +15 points
− Scissorhand: +5 points
− Stinger: +30 points
• May take another any of the following:
• Terrorfex: +15 points
• Webway homer: +50 points
0-1 Urien Rakarth: Points: 100
Name WS BS S T W I A Ld Save
Urien Rakarth 4 4 3 3 2 4 2 9 5+
Unit composition:
• 1 Urien Rakarth
Unit type:
• Infantry
Wargear:
• Crucible of Malediction
• Destructor
• Stinger
• Poisoned blades
Special Rules:
• Leader of Haemonculus
• Retinue
Uber Grotesque retinue Points: 75 Name WS BS S T W I A Ld Save
Uber Grotesque 5 0 4 4 2 4 3 6 -
Unit composition:
• 3 Grotesques
Unit type:
• Infantry
Special rules:
• Stupid
• Immunity to pain
• Terrifying opponent
Dedicate Transport:
• Raider
• Webway (see Transports)
Options:
• May include up to two additional Grotesques: +25 points per
model
30
Haemonculus Elite
Grotesques: Points: 54 Name WS BS S T W I A Ld Save
Grotesque 4 0 4 3 2 4 2 5 -
Unit composition:
• 3 Grotesques
Unit type:
• Infantry
Special rules:
• Stupid
• Immunity to pain
• Terrifying opponent
Dedicate Transport:
• Raider (see Transports)
• Webway (see Transports)
Options:
• May include up to seven additional Grotesques: +18 points per
model
31
Haemonculus Heavy Support Talos: Points: 105 Name WS BS S T W I A Ld Save
Talos 5 3 7 7 3 4 D6 - 3+
Unit Composition:
• 1 Talos
Unit Type:
• Monstrous Creature
Wargear:
• Talos sting
• Talos claws
Dedicate Transport:
• Webway (see Transports)
Special Rules:
• Fearless
• Skimmer
• Wildfire
32
Haemonculus Fast Attack Slave ship squad: Points: 180 Name BS Armor
Raider 4 F 10 S10 R 10
Unit Composition:
• 1 Raider
• 5 Slavers
Unit Type:
• Vehicle (fast, open-
topped skimmer)
Wargear:
Raider:
• Dark Lance,
• Vile slave snares (S5)
Slavers:
• Splinter rifle
Special Rules:
Extra Crew
Superior Slavers
Options:
• Raider may replace it's dark lance with:
− Disintegrator: 5 Points
• Raider may take any of the following:
− Horrorfex: 5 Points
− Night Shield: 30 points
− Screaming jets: 15 points
− Torture amp: 10 points
• One slaver may replace his/her splinter rifle with:
− Dark Lance: 15 points
− Splinter cannon: 15 Points