HQ
- No Changes
|
ELITES
| Grotesques: |
No
Changes |
| Wyches: |
No
Changes |
| Warp
Beasts: |
No
Changes |
| Mandrakes: |
Mandrakes
work just fine, but we added some options to allow more variety between
different squads of Mandrakes. |
|
|
Cost
|
WS
|
BS
|
S
|
T
|
Wo
|
In
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At
|
Ld
|
Save
|
|
Mandrake
|
15 points
|
4
|
4
|
3
|
3
|
1
|
5
|
1
|
8
|
5+
|
|
Greater Mandrake
|
+8 points
|
4
|
4
|
3
|
3
|
1
|
5
|
2
|
9
|
5+
|
| Squad: |
The squad consists
of between 5 and 10 Mandrakes. |
| Weapons: |
Splinter Pistol and
Close Combat Weapon. |
| Options: |
Mandrakes now have the option of equipping the entire
squad
with Poisoned Weapons at +1 points per model. Note that models using
poisoned weapons do not gain the +1 Attack for using two weapons in
close combat. One model may be upgraded to a Greater Mandrake at +8
points. The Greater Mandrake may be equipped from the Dark Eldar Armory
but is restricted to "Haemonculi Only" weapons and may not use
a Webway Portal as no Archon would be foolish enough to put one into
Mandrake hands. |
| Special: |
Mandrakes benefit from the "Shadow Skinned" and "Hidden
Deployment" rules detailed in the DE Codex. |
| Conversion: |
Minimal. Green or yellow tinges on the weapons to
indicate poision, and a Haemonculi model armed with appropriate
weaponry for Greater Mandrakes. |
|
|
TROOPS
| Warrior Squad: |
No
Changes
|
| Raider Squads: |
We
wanted to create a noticeable difference between
the Raider Squads and Warrior Squads. Mounted or unmounted was simply
too little difference to be interesting. The new Raider Squad has
better firepower on the move, but much less firepower overall. |
|
|
|
Cost
|
WS
|
BS
|
S
|
T
|
Wo
|
In
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At
|
Ld
|
Save
|
|
Warrior
|
8 points
|
4
|
4
|
3
|
3
|
1
|
5
|
1
|
8
|
5+
|
|
Sybarite
|
+6 points
|
4
|
4
|
3
|
3
|
1
|
5
|
2
|
8
|
5+
|
|
| Squad: |
The
squad consists of between 5 and 10 Warriors Mounted on a Raider. |
| Weapons: |
Splinter
Carbine |
| Options: |
One
Warrior may be upgraded to a Sybarite at +6 points.
The Sybarite is equipped with either a Splinter Carbine or a Splinter
Pistol and Close Combat Weapon. The Sybarite may choose additional
equipment from the Dark Eldar Armory. In addition, up to two models may
be equipped with a Splinter Cannon (+10 pts), Blaster (+5 pts), or
Shredder (+10 pts). |
| Special: |
Splinter
Carbine: Raider Squads employ a lighter version
of the Splinter Rifle. A shortened barrel and lightweight construction
make it much easier to fire while moving or from the confines of a
speeding transport, but at the cost of reduced range and firepower.
Strength 3, AP 5, Range: 18", Assault 1. |
| Conversion: |
Minimal. Cut the barrels of the splinter rifles down,
and attach a small piece of the removed section to the remainder to
give the look of a "suppressor". Looks better than the normal Rifles,
and lets the models stack on a Raider more easily. |
|
|
FAST ATTACK
| Reaver Jetbike Squad: |
No
Changes |
| Hellions: |
Under
the current rules, Hellions do nothing that
Wyches in a Raider don‘t do better. The only reason to get them is that
you just have to buy three so you only "waste" the points on two
vanilla Hellions to get a Succubus, which ought to tell GW something.
We
have added the new Deep Strike assault to make them worthy of the Fast
Attack designation, and their new Hellglaive gives them a mission that
is unique to them (killing very tough foes). Be careful, with these
rules they are MUCH less effective against large numbers of weak
opponents so while Marines may not like them masses of IG or Tyranid
will have a heyday. Also, consistently trying to Deep Strike within 6"
of an enemy unit will kill a lot of Hellions when they scatter onto
their intended victims. |
|
|
|
Cost
|
WS
|
BS
|
S
|
T
|
Wo
|
In
|
At
|
Ld
|
Save
|
|
Hellion
|
20 points
|
4
|
4
|
3
|
3
|
1
|
6
|
1
|
8
|
5+
|
|
Hellion Succubus
|
+16 points
|
4
|
4
|
3
|
3
|
1
|
6
|
2
|
8
|
5+
|
|
| Squad: |
The
squad consists of between 3 and 10 Hellions. |
| Weapons: |
Hellglaive |
| Options: |
One
Hellion may be upgraded to a Hellion Succubus at +16
points. The Hellion Succubus is equipped with a Hellglaive. The Hellion
Succubus may choose additional equipment from the Dark Eldar Armory. In
addition, one model may be equipped with a Blaster (+10 pts), or
Shredder (+15 pts). |
| Special: |
Hellions
may use the "Combat Drugs" and "Hit and Run" rules from the Dark Eldar
Codex. |
| Hellion Skyboard and Hellglaive: |
The
skyboard is as per the Dark Eldar Codex. The
Hellglaive may only be used in conjunction with a Hellion Skyboard.
Hellions have been known to cut victims in half when swooping into
combat with the terrible force of their razor sharp blades. The
Hellglaive counts as both a Splinter Carbine (see Raider Squad) and a
Close Combat weapon, and may be used as both on the same turn (does not
count as two weapons in Close Combat). In addition, the incredible
force of a charging Hellion allows a well placed blow to cripple any
foe. If the user charges into Combat, on the first round of that combat
any 6 rolled to hit automatically wounds with no armor saving throw
allowed (the Hellglaive no longer gives +1 Strength). Does not
provide any advantage vs. vehicles. |
|
Deep Strike: |
Hellions
are skilled in staying out of sight behind
clouds or buildings and suddenly swooping in on unsuspecting victims.
To represent this, Hellions may enter play as reserves using the Deep
Strike rules even in scenarios where Deep Strike may not normally be
used. In addition, Hellions who Deep Strike may assault normally on the
turn in which they Deep Strike. Hellions who scatter onto an enemy unit
while Deep Striking are spotted as they charge and are destroyed. |
| Conversion: |
None. |
|
|
HEAVY SUPPORT
| Ravager: |
No
Changes |
| Talos: |
No
Changes |
| Scourges: |
Another
case of a unit that is simply not as good at
it’s job as another unit. For the points, 4 Dark Lances or Splinter
Cannons in the hands of Warrior Squads is much more effective. These
rules actually make the Scourge Wings they wear more than an overpriced
decoration. They still die in droves though, and crash when taking
cover, and I am still not personally convinced that the 180 points for
4 Dark Lances on 5 Scourges wouldn’t have been better spent on a
Ravager with 75 points in change. |
|
|
|
Cost
|
WS
|
BS
|
S
|
T
|
Wo
|
In
|
At
|
Ld
|
Save
|
|
Scourge
|
16 points
|
4
|
4
|
3
|
3
|
1
|
5
|
1
|
8
|
5+
|
|
Sybarite
|
+6 points
|
4
|
4
|
3
|
3
|
1
|
5
|
2
|
8
|
5+
|
|
| Squad: |
The
squad consists of between 5 and 10 Dark Eldar Scourges. |
| Weapons: |
Splinter
Rifle |
| Options: |
One
model may be upgraded to a Sybarite. The Sybarite is
equipped either with a Splinter Rifle or a Splinter Pistol and Close
Combat weapon and may be given additional equipment from the Dark Eldar
Armory. Up to four models may be equipped with either a Dark Lance (+25
pts) or a Splinter Cannon (+10 pts). |
| Special: |
Scourges
use the "Jump Packs" and "Deep Strike" rules as outlined in the Dark
Eldar Codex. |
| On the Move: |
Scourges
are highly adept at shooting while on the move.
When a unit of Scourges moves it fires at half it’s ballistic skill
(2), but still counts as being stationary for purposes of using Heavy
and Rapid Fire weapons. Note that they still may not assault if they
Rapid Fire or use Heavy Weapons. |
| Conversion: |
None. |
|
|