Вы находитесь на странице: 1из 16

Codex: Dark Eldar

This is a document compiled from all the various rumor sources. The vast majority is from warseer
but various other sources as well. Thanks go out to primarily Frgt/10 for all the info he's given out.
Note: OpenOffice is a little bitch so if something isn't formatting right, that's why.
DISCLAIMER: The following is all RUMOR. I have not seen the codex and make no claims about
my sources validity.

Version History
>>0.1: First draft. Initial layout and basic information added. Most point costs are still missing.
Names of a few things are missing or incorrect (when not available, a place holder in quotes is
used).
>>0.2: Added some various wargear and points updates (Thanks to Deathleaper's Fangirl,
Germanfag, and variou anons on 4chan).
>>0.3: Thanks to blood of kittens for a lot more names and stats.

Army Wide Rules

Night Vision: Identical to the Acute Senses USR.


Power from Pain: Non-vehicle units with this ability gain strength from the foes they kill.
Everytime a non-vehicle unit with this ability completely destroys a non-vehicle enemy unit, they
gain a single pain counter. If the enemy unit was destroyed in the assault phase by multiple units,
then the pain token is randomly assigned among all units that participated that have this special rule.
Units with a single pain counter have the Feel No Pain USR. Units with two pain counters also have
the Furious Charge USR. Units with three or more pain counters also have the Fearless USR.
Shared Pain: If an independent character with the Power from Pain ability that joins a unit with the
Power from Pain ability, combine the pain counters of the two units to determine what bonuses they
recieve. Shared pain has no effect on units that do not have the Power from Pain special rule.
Combat Drugs: At the start of the game, after deployment but before the first turn, roll a single d6.
Units with the Combat Drugs ability get the following effect depending on the result of the d6 roll:
1 Roll 3d6 and pick the highest for Run Moves
2 +1 Strength
3 +1 Weapon Skill
4 +1 Attack
5 Re-roll to-wound rolls in close combat.
6 +1 Pain Counter.
Units
Special Characters (All HQ)

Asdrubael Vect 240pts


Name WS BS S T W I A Ld Sv
Vect 8 8 3 3 3 8 5 10 4+/6++
Unit Type: Infantry
Unit Composition: 1 Asdrubael Vect (Special Character)
Wargear:
- "Super Agonizer": Power Weapon, Wounds on a 3+
- Obsidean Orb: 12" S10 AP3 Assault 1 Blast, Rolls to-wound against Ld rather then T, unsaved
wounds heal vect (up to his max wounds)
- Shadowfield, Ghostplate Armor, Plasma Grenades, Splinter Pistol
Special Rules:
- Seizes the Intiative on a 4+
- Power from Pain, Night Vision, Fleet, Independent Character
- Preferred Enemy: Everything
- Re-roll to-wound rolls against Eldar and Dark Eldar
Options:
- May purchase a Dais of Destruction for 200pts as a dedicated transport. If you do, Vect MUST
start the game embarked in it and it's entire capcity must be filled.

Dais of Destruction 200pts


May only be taken if Asdrubael Vect is included in the army.
Front Side Rear BS
13 13 13 4
Unit Type: Vehicle (Fast, Skimmer, Open Topped, Transport)
Unit Composition: 1 Dais of Destruction
Wargear: Three Dark Lances.
Transport Capacity: 10

Duke Sliscus 150pts


Name WS BS S T W I A Ld Sv
Dulke Sliscus 6 6 3 3 2 6 3 9 4
Unit Composition: 1 Duke Sliscus (Special Character)
Unit Type: Infantry
Wargear: Shadowfield, "Special Venomblade" (Poison 2+, on a 5+ it is also a power weapon),
Plasma Grenades, Splinter Pistol,
Special Rules:
- Choose a single unit of Kabalite Warriors or Trueborn. Their poison weapons are upgraded to
Poison 3+
- Roll 2d6 for Combat Drugs and choose the most favorable result.
- Night Vision, Power from Pain, Fleet, Independent Character
Drazhar 230pts
Name WS BS S T W I A Ld Sv
Drazhar 7 7 4 4 3 7 4 10 2
Unit Composition: 1 Drazhar (Special Character)
Unit Type: Infantry
Wargear: Demi-klaives
Special Rules: Eternal Warrior, Night Vision, Fleet, Power from Pain, Independent Character
- In the assault phase, after both sides have moved, Drazhar may move to any other location so
long as he remains in base to base contact with the enemy unit and remains in coherency with any
unit he is attached to.
- Gets an instant bonus attack whenever he rolls a 6 on his armor save.
- May only join Incubi units and any Incubi unit he joins is Fearless
- Has both Klavex powers.

Lelith Hesperax 175pts


Name WS BS S T W I A Ld Sv
Lelith 9 9 3 3 3 8 4 9 6
Unit Composition: 1 Lelith Hesperax (Special Character)
Unit Type: Infantry
Wargear: Shardnet and Impaler (also counts as power weapon)
Special Rules:
- Power from Pain, Fleet, Night Vision, Independent Character
- She recieves a bonus attack in assault for each point of WS she exceeds her enemy (enemy in
B2B)
- Dodge: 3++ in melee, 4++ ranged.

Lady Malys 130pts


Name WS BS S T W I A Ld Sv
Lady Malys 7 7 3 3 3 7 4 10 4++/5+
Unit Composition: 1 Lady Malys (Special Character)
Unit Type: Infantry
Wargear: Djinn Blade (Instead of attacking her on doubles, it simply ceases to function), Plasma
Grenades
Special Rules:
- Power from Pain, Fleet, Night Vision, Independent Character
- Lady Malys and any unit she joins is immune to psyker powers.
- After deployment, you may re-deploy d3 of your units. You may even move these units to
reserve.
Urien Rakarth 190pts
Name WS BS S T W I A Ld Sv
Urien 5 5 3 5 3 5 3 9 5
Unit Composition: 1 Urien Rakarth (Special Character)
Unit Type: Infantry
Wargear: Liquifier
- Flesh Gauntlet: Wounds on a 3+ and inflicst instant death.
- Clone Field
Special Rules:
- Distribute d3 pain tokens to your Grotesque and Wrack units
- Begins the game with a Pain Counter
- Regain a wound at the beginning of each of your turns.
- Wracks can be taken as troop choices
- Grotesques can be upgraded to S6 for 5pts each

The Decapitator 140pts


Name WS BS S T W I A Ld Sv
Decapitator 6 5 6 3 3 6 4 9 5++
Unit Composition: 1 The Decapitator (Special Character)
Unit Type: Infantry
Wargear: ???
Special Rules:
- Fleet, Power from Pain, Night Vision
- Always begins the game in reserve. May deep strike onto the board without scattering so long as
it is at least 1" away from enemy units, cannot assault the round he appears.
- 6s on to-wound rolls in assault result in instant death.

Baron Sathonyx 105pts


Name WS BS S T W I A Ld Sv
Sathonyx 6 6 3 3 2 6 3 9 5
Unit Compostition: 1 Baron Sathonyx
Unit Type: Jump Infantry
Wargear:
- "Special Skyboard": +2S on charge attacks (stacks with Hellglaive).
- Hellglaive, Shadowfield, Splinter Pistol
Special Rules:
- Hit and Run, Fleet, Power from Pain, Night Vision
- ??? (Something to do with hit and run)
- Hellions may be taken as troop choices.
- +1 on Deployment rolls.
HQ

Archon 60pts
Name WS BS S T W I A Ld Sv
Archon 7 7 3 3 3 7 4 10 5
Unit Composition: 1 Archon Options:
Unit Type: Infantry - May replace his Splinter Pistol and/or Close Combat
Wargear: Close Combat Weapon and Weapon with any of the following: Agonizer (??), Blaster
Splinter Pistol, Plasma Grenades Pistol (5), Huskblade (35), Venomb Blade (5), Mindphase
Special Rules: Gauntlet (??), Neurocorrosive Whip (??)
- Court of Archon: For every archon - May take one of the following: Clone Field (??), Shadow
taken, you may take a single Court Field (30)
of the Archon unit. It does not take - May take any of the following: Djinn Blade (??),
up a Force Organization slot. Phantasm Grenade Launcher (25), Soul Trap (20), Drug
- Independent Character, Power from Dispenser (??)
Pain, Night Vision, Fleet

Court of the Archon Varies


Name WS BS S T W I A Ld Sv Pts (Model Limit)
Medusae 4 4 3 3 1 5 1 9 5 15 (1-2)
Ur-Ghuls 4 0 4 3 1 5 3 3 n/a 10 (1-5)
Lhameans 4 4 3 3 1 5 1 9 5 15 (1-2)
Sslyths 4 4 5 5 2 4 3 3 5 15 (1-3)
Unit Composition: 1-2 Medusae, 1-5 Ur-Ghuls, 1-2 Lhameans, 1-3 Sslyths
Unit Type: Infantry
Wargear/Rules:
- Medusae: Eye Laser (Template, S d6+1, AP d6, Assault 1), Fleet, Power from Pain
- Ur-Ghuls: CC Wep, Furious Charge, Feel No Pain, Fleet
- Lhameans: The Lhamean's poison weapons wound on a 2+. The poison weapons of Archons
attached to a unit that contains a Lhamean are upgraded to wound on a 2+, Fleet, Night Vision,
Power from Pain
- Sslyths: Splinter Carbine, Splinter Pistol, CC weapon, Feel No Pain

Succubus 65pts
Name WS BS S T W I A Ld Sv
Succubus 8 6 3 3 3 8 4 9 6
Unit Composition: 1 Succubus Options:
Unit Type: Infantry - May replace CC weapon with an Agonizer (??)
Wargear: CC Weapon, Splinter
Pistol, Plasma Grenades
Special Rules: Dodge (4++), Combat
Drugs, Independent Character, Fleet,
Power from Pain, Night Vision
Haemonculus ??pts Each
Name WS BS S T W I A Ld Sv
Hemonculus 4 4 3 4 2 4 2 8 6
Ancient 5 5 3 4 3 5 3 9 6
Unit Composition: 1-3 Haemonculus Options:
Unit Type: Infantry - One Haemonculus may be upgraded to an Ancient
Wargear: Splinter Pistol Haemonculus (??)
Special Rules: Begin game with a - An Ancient may take any of the following: Huskblade (??),
free Pain Counter, Wracks are a Archangle of Pain (??), "Acid Spray" (??), Hexrifle (??),
Troop Choice, Independent Crucible of Malediction (??), Liquifier (??)
Character (They are purchased as a
single HQ slot but they deploy and
act independently)

Elites
Harlequins (See Eldar Codex) (May not take any transports)

Mandrakes 15pts Each


Name WS BS S T W I A Ld Sv
Mandrake 4 4 4 3 1 5 2 8 5++
Nightfiend 4 4 4 3 1 5 3 9 5++
Unit Composition: 3-10 Mandrakes Options:
Unit Type: Infantry - One Mandrake may be upgraded to a Nightfiend (10)
Wargear: CC weapon
Rules:
- Ranged Attack (may be used so
long as the unit has at least one Pain
Counter): 18" S4 AP4 Assault 2,
Pinning
- Stealth, Move through Cover,
Night Vision, Fleet, Infiltrate, Power
from Pain
Incubi 22pts Each
Name WS BS S T W I A Ld Sv
Incubus 5 4 3 3 1 5 2 8 3
Klavex 6 4 3 3 1 6 3 9 3
Unit Composition: 3-10 Incubi Options:
Unit Type: Infantry - One Incubi may be upgraded to a Klavex (15)
Wargear: Klaives (+1 S, Powe Wep) - A Klavex may replaced it's Klaive with a Demi-Klaive
Rules: Night Vision, Fleet, Power (20)
from Pain - A Klavex may take a Bloodstone (15)
Klavex Only: (Optional) - A Klavex may purchase either of hte following Powers:
- Murderous Assault: At the Murderous Assault (10), Onslaught (15)
beginning of the assault phase,
choose an IC. The Klavex gains
Preferred Enemy against that IC.
- Onslaught: The Klavex and it's unit
gain an extra attack on to-wound
rolls of 6s. Extra attacks cannot
generate more attacks.

Grotesques 35 each
Name WS BS S T W I A Ld Sv
Groteques 4 1 5 5 3 4 3 3 6
Aberration 4 1 5 5 3 4 4 4 6
Unit Composition: ?? Options:
Unit Type: Infantry - One Grotesque may may exchange their close combat
Rules: Free Pain Token, Unstable (If weapon for: Liquifier Gun (10)
there is no IC in the unit, roll a d6 at - Upgrade one grotesque to an Aberration (10)
the start of your turn. On a 1, the - Aberration can take one of the following: Venom Blade
unit is removed from play and every (5), Mindphase Gauntlet (10), Scissorhand (15),
unit within 2d6" take 2d6 S5 AP-- Fleshgauntlet (20)
hits. - Unit may take a Raider as a dedicated transport (60)
(Grotesques count as two models for transport capacity).
Wracks 10 each
Name WS BS S T W I A Ld Sv
Wracks 4 4 3 4 1 4 1 8 6
Champion 4 4 3 4 1 4 2 9 6
Unit Composition: ?? Options:
Unit Type: Infantry - For every 5 models in the unit, one may take a Liquifier
Wargear: A pair of poisoned (4+) CC (10)
weapons - One Wrack may be upgraded to a champion (10)
Rules: Free Pain Counter - A Champion may take any of the following: Stinger Pistol
(5), Venom Blade (5), Mindphase Gauntlet (10), Hexrifle
(15), Scissorhand (15), Flesh Gauntlet (20), Agonizer (20),
Electrocorrosive Whip (20)
- Unit make take a Dedicated Transport

Kabalite Trueborn 12 each


Name WS BS S T W I A Ld Sv
Trueborn 4 4 3 3 1 5 2 9 5
Dracon 4 4 3 3 1 5 3 9 5
Unit Composition: 3-10 Trueborn Options:
Unit Type: Infantry - Any model may replace their Splinter Rifle with a CC
Wargear: Splinter Rifle weapon and pistol (Free), or with a Shard Carbine (5pts
Rules: Fleet, Night Vision, Power each)
from Pain - The entire unit may take plasma grenades (1pt each)
- Up to 4 models may take one of the following: (Special
Weapons)
- Up to 2 models may take one of the following: (Heavy
Weapons)
- One model may be upgraded to a Dracon (5)
- May take a Dedicated Transport

Hekatrix Bloodbrides 13 pts each


Name WS BS S T W I A Ld Sv
Bloodbride 4 4 3 3 1 6 2 9 6
Syren 4 4 3 3 1 6 3 9 6
Unit Composition: ?? Options:
Unit Type: Infantry - One model may be upgraded to a Syren (10)
Wargear: CC Wep and Splinter Pistol - For every three models in the unit, one may take one of the
Rules: Dodge (4++), Combat Drugs, following: (Wych weapons and/or special weapons)
Power from Pain, Fleet, Night Vision - May take a Dedicated Transport.
Troops

Kabalite Warriors 9pts Each


Name WS BS S T W I A Ld Sv
Warrior 4 4 3 3 1 5 1 8 5
Sybarite 4 4 3 3 1 5 2 8 5
Unit Composition: 5-20 Warriors Options:
Unit Type: Infantry - For every 10 models, one may replace their Splinter Rifle
Wargear: Splinter Rifle with one of the following: Dark Lance (25), Splinter
Rules: Power from Pain, Fleet, Night Cannon (10)
Vision - One model may replace their Splinter Rifle with one of the
following: Blaster (15), Shredder (5)
- One warrior may be upgraded to a Sybarite (10)
- The Sybarite may replace their Splinter Rifle with a CC
Wep and Splinter Pistol (free)
- The Sybarite may replace their CC wep and/or Splinter
Pistol with: Agonizer (20), Venomblade (5), Power Weapon
(15)
- The Sybarite may take any of the following: Phantasm
Grenade Launcher (20), Ghostplate Armor (??)
- Unit may take a Dedicated Transport

Wyches 10pts each


Name WS BS S T W I A Ld Sv
Wyche 4 4 3 3 1 6 1 8 6
Hekatrix 4 4 3 3 1 6 2 8 6
Unit Composition: 5-10 Wyches Options:
Unit Type: Infantry - For every five models, one may take one of the following:
Warger: Splinter Pistol and CC Wep, Shardnet and Impaler (??), Hydra Gauntlets (??), Razor
Plasma Grenades Flails (??).
Rules: Power from Pain, Fleet, Night - One Model may be upgraded to a Hekatrix (10)
Vision, Combat Drugs, Dodge (4++) - A Hekatrix may replace their Splinter Pistol and/or CC
Wep with one of hte following: Agonizer (20), Blast Pistol
(15)
- Unit may take a Dedicated Transport
Fast Attack

Reaver Jetbikes 22pts each


Name WS BS S T W I A Ld Sv
Reaver 4 4 3 3(4) 1 6 1 8 5
Arena 4 4 3 3(4) 1 6 2 9 5
Champion
Unit Composition: 3-10 Reavers Options:
Unit Type: Jetbike (Eldar) - For every three models, one may replace their splinter rifle
Wargear: Splinter Pistol, CC Wep, with: Heat Lance (12), Blaster (15)
Jetbike (Splinter Rifle, 36" Turbo- - For every three models, one may replace their Bladevines
boost, Move through Cover), for one of the following: Grav-Talons (10), Cluster Caltrops
Combat Drugs (20)
- Bladevanes: Draw a line from - One Model may be upgraded to an Arena Champion (10)
starting point to end point of - An Arena Champion may replace their Splinter Pistol
movement. Select a single, and/or Close Combat Weapon with: Agonizer (20)
unengaged, non-vehicle unit under
this line. Each bike with this gear
deals d3 S4 AP- hits. Cover saves
allowed.
- Grav-Talons: As Bladevanes except
if the target suffers an unsaved
wound, they must make a pinning
test.
- Cluster Caltrops: As bladevanes
except d6 S6 AP-- Hits.
Rules: Night Vision, Power from
Pain, Skilled Riders

Hellions 16pts each


Name WS BS S T W I A Ld Sv
Hellion 4 4 3 3 1 6 1 8 5
Hellarch 4 4 3 3 1 6 2 9 5
Unit Composition: 5-20 Hellions Options:
Unit Type: Jump Infantry - One model may be upgraded to a Hellarch (10)
Wargear: Hellglaive, Skyboard (/w - A Hellarch may take any of the following: Phantasm
Splinter Pod) Grenade Launcher (??)
Rules: Hit and Run, Power from - A Hellarch may replace their Hellglaive with one of the
Pain, Night Vision, Fleet following: Venom Blade (5), Stunclaw (??), Power Weapon
Option: (15), Agonizer (20)
- Stunclaw: CC wep, +1 Strength.
When performing a hit and run,
nominated an IC in the same combat
and roll a d6. On a 2+ you snatch the
IC and pull it along with you. After
the Hit and Run move, you are now
locked in combat with that IC.
Beast Master 12pts per Beastmaster
You may purchase 1-5 Beast Masters groups per FA slot. They act independently of eachother.
Name WS BS S T W I A Ld Sv
Beast Master 4 4 3 3 1 6 1 8 5
Khymera 4 0 4 3 1 6 3 5 4++/6
Voidwing 4 0 3 5 5 5 5 5 6
Clawed Fiend 4 0 5 5 4 5 4 5 6
Unit Composition: 1 Beastmaster; 0- Options:
5 Kymerae, OR 0-1 Clawed Fiend, - One Beast master per FA slot may replace their CC Wep
OR 0-2 Vodwing Flock with: Agonizer (20), Power Weapon (15), Venom Blade (5)
Unit Type: Beasts - Each beast master may take only ONE kind of beast for
Wargear/Rules: the following points each: Khymera (12 each), Vodwing
- All: Night Vision Flock (40 each), Clawed Fiend (15 each)
- Beastmaster: CC Wep, Power From
Pain
- Khymera: 4++ Invulnerable save
- Vodwing Flock: Rending
- Clawed Fiend: For unsaved wound
it has taken, it get's an additional
attack.

Scourges 22pts Each


Name WS BS S T W I A Ld Sv
Scourge 4 4 3 3 1 5 1 8 4+/6++
Solarite 4 4 3 3 1 5 2 8 4+/6++
Unit Composition: 3-10 Scourges Options:
Unit Type: Jump Infantry - For every five models in the unit, two may replace their
Wargear: Shard Carbine, Plasma Shard Carbine with one of the following: Shredder (5),
Grenaded, Ghostplate Armor Splinter Cannon (10), Heywire Launcher (10), Heat Lance
Special Rules: Power from Pain, (12), Blaster (15), Dark Lance (15)
Fleet, Night Vision, Deep Strike - One Scourge may be upgraded to a Solarite (10)
- Solarite can replace Shard Carbine with CC wep and
Splinter Pistol (free)
- Solarite can replace CC Wep with: Venom Blade (5),
Power Weapon (10), Agonizer (20)
- Solarite can replace Splitner Pistol with a Blast Pistol (15)
Heavy Support

Talos 100pts
Name WS BS S T W I A Ld Sv
Talos 5 3 7 7 3 4 D6 10 3
Unit Composition: 1 Talos Options:
Unit Type: Monstrous Creature - Replace TL Splinter Cannon with: TL Liquifier (??), TL
Wargear: Twin-linked Splinter Heat Lance (??), ????
Cannon - May take any of the following: Additional CC wep (15),
Rules: Night Vision, Power from close combat attacks inflict instant death (5), Roll 2d6 and
Pain, Monstrous Creature, Move pick the highest for number of attacks (10)
Through Cover, Fearless

Cronos 80pts
Name WS BS S T W I A Ld Sv
Cronos 3 3 5 7 3 4 2 10 3
Unit Composition: 1 Cronos Options:
Unit Type: Monstrous Creature - May take one of the following: "Weapon 1" (??), "Weapon
Wargear: ?? 2" (??)
Special Rules: Night Vision, Power
from Pain, Monstrous Creature,
Move Through Cover, Fearless
- Whenever it kills a model in CC or
with one of it's ranged attacks, you
may give a Pain Counter to a
friendly unit with the Power from
Pain special rule within 12"

Ravager 105pts
Front Side Rear BS
11 11 10 4
Unit Type: Vehicle (Fast, Skimmer, Open- Options:
topped) - May replace any of it's dark lances with:
Unit Composition: 1 Ravager Disintegrator Cannon (??)
Wargear: Dark Lance x3 - May take any of the following: Shock Prow
Special Rules: (5), Torment Grenade Launcher (??), Enhanced
Arial Assault: After moving at crusing speed or Aethersails (5), Retrofire Jets (10), Chain Snares
after deep striking, the Ravager may still fire all (5), Grisly Trophies (5), Envenomed Blades (5),
it's weapons. Night Shield (10), Flickerfield (10)
Razorwing Fighter 145pts
Front Side Rear BS
10 10 10 4
Unit Type: Vehicle (Fast, Skimmer, Supersonic Options:
(36" Flatout move)) - May replace the TL Splinter Rifle with a
Unit Composition: 1 Razorwing Fighter Splinter Cannon (Free)
Wargear: TL Splinter rifle, 2 Dark Lances, 4 - May replace it's Monoscythe Missiles with:
Monoscythe Missiles Necrotoxin Missiles (5 each), Soulsteal Missiles
Special Rules: (5 each)
- Arial Assault: After moving at crusing speed or - May take any of the following: Flickerfield
after deep striking, the Razorwing may fire all (10), Night Shield (10)
it's weapons
- Deep Strike, Night Vision

Voidraven Bomber 145pts


Front Side Rear BS
11 11 10 4
Unit Type: Vehicle (Fast, Skimmer, Supersonic Options:
(36" Flat-out move)) - May take up to four of the following:
Unit Composition: 1 Voidraven Bomber Monoscythe Missiles (10 each), Implosion
Wargear: Two Void Lances Missiles (30 each), Necrotoxin Missiles (10
- Void Mine: Once per game during the each), Soulstealing Missiles (10 each)
movement phase, place a blast marker over an - May take any of the following: Flickerfield
enemy model you passed over this turn and roll (10), Night Shield (10)
a scatter dice. If it's an arrow, move it d6" in that
direction. Once the final position is found,
resolves the effects: S9 AP2 Assault 1 Blast,
One-Shot, Lance. This counts as using a
weapon.
Special Rules:
- Arial Assault: After moving crusing speed, it
may fire all it's weapons
- Deep Strike, Night Vision
Dedicated Transports

Raider 60pts
Front Side Rear BS
10 10 10 4
Unit Type: Vehicle (Fast, Skimmer, Open- Options:
Topped, Transport) - May replace it's Dark Lance with:
Unit Composition: 1 Raider Disintegrator Cannon (free)
Warger: Dark Lance - May take any of the following: Night Shield
Capacity: 10 models (or 5 Grotesques) (10), Retrofire Jets (5), Flickerfield (10), Chain-
snares (5), Enhanced Aethersails (5), "Scary
Armor" (5), Grisly Trophies (5), Shock Prow
(5), "Scythes" (5), Splinter Racks (10)

Venom 55pts
Front Side Rear BS
10 10 10 4
Unit Type: Vehicle (Fast, Skimmer, Open- Options:
topped, Transport) - May Replace it's TL Splinter Rifle with:
Unit Composition: 1 Venom Splinter Cannon (10)
Wargear: Splinter Cannon, TL Splinter Rifle, - May take any of the following: Retrofire Jets
Flickerfield. (5), Chain-Snares (5), Grisly Trophies (5),
Transport Capacity: 5 (may not carry Envenomed Blades (5), Nigth Shields (10)
Grotesques)

Wargear and Weapons

Ranged Weapons
Splinter Rifle: 24" SX AP5 Rapid Fire, Poison 4+
Shard Carbine: 18" SX AP5, Assault 3, Poison 4+
Splinter Canonn: 36" SX AP5, Assault 4, or Heavy 6 Poison 4+
Splinter Pod: 18" SX AP5, Assault 2, Poison 4+
Blast Pistol: 6" S8 AP2, Pistol, Lance
Blaster: 18" S8 AP2 Assault 1
Heat Lance: 18" S6 AP1 Assault 1, Melta, Lance
Dark Lance: 36" S8 AP2 Heavy 1, Lance
Void Lance: 36" S9 AP2 Heavy 1, Lance
Disintegrator: 24" S5 AP2 Heavy 3
Shredder: 12" S6 AP-- Assault 1 Blast
Hexrifle: 36" SX AP4 Assault 1, Sniper
– Whenever a models suffers an unsaved wound from the Hexrifle, it rolls a characteristic test
against it's max wounds. If it fails, it suffers Instant Death.
Liquifier: Template S4 AP d6 Assault 1
"Acid Spray" 12" S d6 AP d6 Assault 2d6, Single-shot
Bloodstone: Template S3 AP3 Assault 1
Heywire Grenade Launcher: 24" S4 AP4 Assault 1
– Against Vehicles, roll a d6. On a 2-5, it automatically glances. On a 6, it automatically
penetrates.
"Weapon 1": Template S4 AP3 Assault 1
"Weapon 2": 18" S3 AP 3 Assault 1 Large Blast
Monoscythe Missile: 48" S6 AP5 Assault 1, Large Blast, Single-shot
Necrotoxin Missile: 48" SX AP5 Assault 1, Large Blast, Poison 2+, Pinning, Single-shot
Soulstealing Missile: 48" S7 AP-- Assault 1, Large Blast, Re-roll to-wound rolls, Single-shot
Implosion Missile: 48" S n/a AP n/a, Small Blast, Single-Shot
– Any models hit by an implosion missile must make a characteristic test against their
wounds. If they fail, they suffer instant death. Invulnerable and Cover saves apply.

Melee Weapons
– Agonizer: Power Weapon, Wounds on a 4+, NOT POISONED
– Venomblade: Poison 2+
– Huskblade: Power Weapon, Unsaved wounds inflict Instant Death
– Mindphase Gauntlet: On any successful hit against an MC or IC, the target must make both
a - - Strength Characteristic test and a leadership test for each hit. If it fails either one, it may
not attack this assault phase.
– Neurocorrosive Whip: Power Weapon, models that suffer an unsaved wound half their
strength characteristic this assault phase.
– Flesh Gauntlet: Poisoned 4+, Causes Instant Death
– Klaive: +1S, Power Weapon
– Demi-Klaive: Power Weapon; Choose at the start of the assault phase: +2 Strength or +2
Attacks
– Shardnet and Impaler: Counts as 2 CCW, every enemy model in B2B loses 1 attack
(minimum 1).
– Hydra Gauntlets: Count as 2 CCW, +d6 attacks instead of +1 for 2 CCW.
– Razorflail: Counts as 2CCW, Re-roll to-hit and -wound.
– Hellglaive: +1A and +1S on a charge.

Misc. Wargear
– Webway Portal: During the shooting phase, a model may drop a webway portal instead of
shooting (once per game). After being placed, it functions like a table edge and is both
indestructable and impassible. Any non-vehicle held in reserve (even outflankers and deep
strikers) may enter play from the Webway Portal instead of their normal way.
– Djinn Blade: Not actually a weapon. Instead, whenever a model with a Djinn blade attacks
in assault, it gives two addtional power weapon attacks using the same WS/S characteristics.
However, if doubles are rolled on the to-hit roll, it hits the wielder instead.
– Plasma Grenade: Offensive Grenades
– Phantasm Grenade Launcher: Entire unit counts as having Offensive and Defensive
grenades.
– Soul Trap: If bearer kills an enemy IC or MC in assault, he must make a Ld Test. If he
succeeds, his strength is doubled. This effect stacks (max 10).
– Clone Field: At the start of each turn, roll a d3. The model may ignore that many attacks
directed against him this turn (of the controlling player's choice).
– Shadow Field: 2+ Invulnerable save. Roll saves one at a time. If a 1 is rolled, you lose this
invulnerable save for the rest of the game.
– Drug Dispenser: Model has the Combat Drugs special rule.
– Archangel of Pain: Causes all enemies within 3d6" to make a LD test. If they fail, their WS
is reduced to 1 for the rest of this turn. Used in the shooting phase instead of firing and only
once per game.
– Crucible of Malediction: All psykers within 3d6" must make a Ld test or be removed from
play. Single use, used in the shooting phase instead of attacking.
– Ghostplate Armor: 4+ armor save and 6++ Invulnerable Save

Vehicle Equipment
– Night Shield: When enemies attempt to shoot this vehicle, they get a -6" penalty to their
range.
– Retrofire Jets: Vehicle can Deep Strike and may fire all it's weapons after deep striking.
However, embarked units cannot disembark in the same turn it deep strikes.
– Flickerfield: 5+ Invulnerable Save.
– Chain-snares: If the raider moves over an enemy unit, the unit takes d3+1 hits at S4 AP--
– Enhanced Aethersails: +2d6" extra movement when going flat out.
– "Scary Armor": Enemy units within 6" get -1 on their Ld and must make a Ld test to assault
the vehicle.
– Grisly Trophies: Friendly units within 12" can re-roll morale tests.
– Shock Prow: Vehicle can tank shock. If it rams, it gets +d3 to it's front armor.
– "Scythes": For every 1 on a close combat to-hit roll against the vehicle, the unit takes a S4
AP-- hit.
– "Shard Racks": Units embarked on the transport who fire Splinter Rifles or Splitner Pistols
may re-roll failed to-hit rolls.

Вам также может понравиться