Codex Dark Eldar 2nd Edition
Codex Dark Eldar 2nd Edition
Thanks to:
Warhammer 40,000 2nd Edition Battle Bible,
DARK ELDAR WARGEAR CARDS…..56
THE DARK ELDAR………..……..7 WARGEAR • PARASITE’S KISS
THE LABYRINTH DIMENSION……………….8 CLOSE COMBAT WEAPONS……..………….48 • THE HELM OF SPITE
COMMORRAGH…………………………..8 • AGONISER • THE PHIAL BOUQUET
THE LORDS OF DARKNESS…………………8 • ARCHITE GLAIVE • ARMOR OF MISERY
ORIGIN OF THE DARK ELDAR………………9 • CHAIN-FLAILS • THE NIGHTMARE DOLL
FALL OF THE ELDAR………………………10 • FLESH GAUNTLET • THE TRIPTYCH WHIP
• HYDRA GAUNTLETS
DARK ELDAR LIST………..….…..14 • ICHOR INJECTOR
• RAZORFLAILS COMMON WARGEAR CARDS……...57
THE RULES………………..….…..16 • SCISSORHAND • AUXILIARY GRENADE LAUNCHER
POISONED WEAPONRY…………………….16 • SHARDNET & IMPALER • CAMELEOLINE
POWER FROM PAIN………..……………..16 • VENOMBLADE • COMBAT DRUGS
ECHOES OF AGONY…………….…………17 • CONVERSION FIELD
RANGED WEAPONS…………...…………. 50
• DISPLACER FIELD
THE WARGEAR LIST……..….…...18 • DARKLIGHT WEAPONS
• FRENZON
• DISINTEGRATOR CANNON
• IMMUNE
DARK ELDAR FORCES…...….…..20 • HAYWIRE BLASTER
• MEDIPACK
ARCHON…………….………………….20 • HEAT LANCE
• POWER FIELD
SUCCUBUS………..……………….…....22 • LIQUIFIER GUN
• RADIATION GRENADE
• SHREDDER
LELITH HESPERAX……………..…….……23 • REFRACTOR FIELD
• SPLINTER WEAPONS
HAEMONCULUS…………….…………….24 • SCANNER
• STINGER WEAPONS
URIEN RAKARTH………..………………..25 • SEEKER AMMO
DRAZHAR…………….………….………26 VEHICLE WARGEAR…………...…………. 52 • STASIS GRENADE
KHERADRUAKH……….…….…………….27 • CHAIN SNARES • TARGETER
• AETHERSAILS • TELEPORT JAMMER
KABALITE WARRIORS………….……..……28 • FLICKERFIELDS • TOXIN GRENADE
WYCHES…………….…………….…….29 • GRISLY TROPHIES • VIRUS GRENADE
INCUBI………..…………………….…..30 • NIGHT SHIELDS • VORTEX GRENADE
MANDRAKES……………….….…………31 • TORMENT GRENADE LAUNCHER
WRACKS………….……………..………32 • SHOCK PROW
GROTESQUES…………….……………….33 DRUKHARI COMBAT DRUGS…...…………. 53
HELLIONS………..…………….………..34 • ADRENALIGHT
SCOURGES…………………….………… 35 • GRAVE LOTUS
REAVERS…………….……………….….36 • HYPEX
CLAWED FIENDS…………….….…………38 • PAINBRINGER
• SERPENTIN
KHYMERAES…………………...…………38
• SPLINTERMIND
RAZORWING FLOCK………….…..……….38
BEASTMASTERS………..………..………..39 ARCANE SCIENCE………..…...…………. 54
TALOS………..…………….…………..40 • CASKET OF FLENSING
CRONOS…………….…………..……… 41 • CRUCIBLE OF MALEDICTION
• DARK GATE
VENOMS………..……………..………..42
• ESSENCE CRUCIBLE
RAIDERS………..…………..…………..44 • HAEMONCULI WINGS
RAVAGERS…………….…………………46 • HEXRIFLE
• MIRROR OF UNENDING AGONY
Fiercely intelligent piratical raiders who feed upon anguish to stave off the slow death of
their souls, the Drukhari epitomize everything wanton and cruel about the ancient Eldar
race from which they are descended. Their boundless potential is put to every terrible
purpose they can imagine, and because their lives span millennia, they have all the time they
need to perfect their Stygian arts.
The Drukhari turned their backs upon the material gender. Their senses are keen to the point of paranoia,
dimension long ago, and now only emerge from their their shadowed eyes and tapered ears alert to the
twilight realm to revel in the torments of the lesser slightest disturbance. In the Dark City in which they
races. The warrior Kabals strike swiftly and without make their lair, the incautious do not survive for long.
warning from portals opened within the webway,
only to disappear like ghosts when enemy resistance While countless generations of conflict have ensured
becomes too severe. They launch their piratical raids the Drukhari’s bodies are even more suited to physical
from above, whole armies screaming into the midst of combat than other elements of the Eldar race, the
the foe, firing from the decks of baroque grav-craft innate psychic abilities possessed by their forebears
before leaping down to experience the slaughter first- have, by necessity, been allowed to atrophy. To channel
hand. Sprays of arterial blood and spasming corpses the energies of the warp within the Dark City would be
mark their passage, the laughter of these merciless to invite disaster, for doing so could draw the gaze of
warriors the last thing their victims ever hear. the Chaos God Slaanesh, the one the Eldar fearfully call
‘She Who Thirsts.’ As such, the use of psychic powers is
To the sadistic Drukhari, the sweet fruit of horror is one of the few things forbidden in Commorragh.
as pleasing as the caress of a razored blade across soft
flesh. They relish breaking the bodies of their The weaponry manufactured within the Dark City is
captives, but prize even more highly the process of just as advanced as that which is psychically grown upon
crushing their spirits, for nothing is more gratifying the craftworlds. In matters of war the Drukhari are
to the denizens of the Dark City than securing utter artisans supreme, their technology refined to such a
dominion over those who have resisted them. They point that it may as well be magical. Their endless
drink in every nuance of woe until their captives imagination and skill have led them down a sinister path
gibber and plead for death – a mercy the Drukhari indeed – their favorite tools of war include splinter
are famously slow to grant. weapons that can set every nerve aflame with pain,
darklight beams, whips that bleed acidic ichor, and
The warriors of the Drukhari are tall and lithe eldritch soul-traps. The Drukhari are so confident of
without exception. Their alabaster skin is almost their own abilities that their lightweight bodysuits
corpse-like in its pallor, for there is no true sunlight incorporate bladed plates not only for protection, but
within their shadowy realm. Their athletic physiques also to give them yet another weapon to use upon their
are lined with whipcord muscle, honed and enhanced prey. Collectively, the warriors of Commorragh know
until they are superior even to those of their all the ways there are to kill the galaxy’s myriad
craftworld cousins – the Asuryani – for the warriors creatures, and delight in perfecting as many as they can.
of Commorragh prize martial prowess most highly.
They stride through the fires of battle with the surety
of those who have lived for millennia, and they rarely
sully their tongues with the grunting languages of the
inferior races, using translator technology on those
occasions when communication is unavoidable. But
their magnificence is only skin deep – viewed with
the witch-sight, Drukhari are repugnant monsters,
eternally thirsting for the anguish of others in order
to fill the aching void at their core.
The Drukhari are masters of fighting with every
weapon at their disposal – survival amongst their
society demands nothing less. Little distinction is drawn
between the sexes, for an individual’s skill and cunning
is far more important than traits such as height or
7
THE LABYRINTH DIMENSION COMMORRAGH ORIGIN OF THE DARK ELDAR any single aspect of their empire, so it existed outside
the jurisdiction of the great Eldar councils of that
For the Imperium of Mankind, travel between distant In the depths of the webway lies Commorragh, The ancient empire of the Eldar was the greatest time. Precisely because of its autonomy, the city-port
stars is made possible by passing through the warp – named by many in fearful whispers as the Dark City. civilization since that of the Old Ones, the various quickly became a magnet for those that wished their
the twisted dimension of the Chaos Gods. To do so is Commorragh is to the greatest megalopolises of cultures that exist in the 41st Millennium mere deeds to remain hidden from prying eyes.
to invite peril, for the predatory servants of the realspace as a soaring mountain is to a mound of reflections of its glory.Yet the Eldar fell from grace in
Ruinous Powers are able to scent the emotional trace termites. Its dimensions would be considered the most profound of ways. The origins of those who The realm of Commorragh expanded unstoppably as
of interlopers, devouring the souls of those they find. impossible if they could be read by conventional now call themselves the Drukhari can be found wealth flowed across its borders. It spread outward
For the Drukhari – as with all members of their race means, its population greater than that of whole star hidden amidst the atrocity and mayhem of that into the void, consuming other webway port-cities,
– this danger is even greater, for where the soul of a systems. Although called a city, Commorragh is more terrible time. private estates and sub-realms with each new
human is but a dim flicker in the warp, that of an Eldar akin to a vast collection of satellite realms linked by expansion. Commorragh grew ever larger and more
The ancient Eldar had perfected their sciences to such impressive as it fed on their plundered resources.
is a blazing beacon. To enter the immaterium is to myriad portals and hidden pathways, its far-flung an extent that they could travel vast distances in a Unseen, the dilettante lords who ruled
draw the attention of She Who Thirsts, who was nodes spread throughout the arteries of the webway heartbeat, reforge planets to their liking and quench Commorragh’s spires and dens of vice grew in status
created millennia ago by the unfathomable decadence like a malevolent virus. While inside that labyrinth stars at a whim.With the galaxy prostrate at their feet alongside their adoptive city, initiating more and more
of the Drukhari’s ancestors. But there are other ways dimension the gap between each sub-realm can be and arduous labor but a distant memory, the Eldar of the Eldar into their shadowy creeds.
to traverse the stars – such as through crossed with a single step, Commorragh’s clustered were gradually overcome by an arrogant sense of
the interstitial netherrealm known as concentrations are in reality scattered across the The Eldar are exceptionally psychically gifted as a
entitlement. Free to indulge their every curiosity,
the webway. galaxy, in some cases thousands of light-years apart. race, and as they wallowed ever deeper into
they spent ever more time engaged in esoteric
Sometimes called the labyrinth Commorragh appears within the webway as a pursuits, desperate to escape the ennui that set in over corruption, echoes of both agony and ecstasy began to
dimension, the webway is a construct composite entity of impossible scale, a shimmering, the course of their centuries-long lives. ripple through time and space. In the parallel
of shimmering arterial pathways that contradictory realm that plucks at the sanity of those dimension of the warp, the reflections of these intense
The Eldar psyche is a thing of extremes and intense experiences began to coalesce, for the shifting tides of
spans both realspace and the who approach it. Thousands of ships dock each day complexity; it can experience zeniths of bliss and the empyrean can take form around raw emotions,
immaterium. It is defined by the fact within its out-flung spines, for the Drukhari are far nadirs of horror far more keenly than that of other feeding on them and growing strong, even sentient.
that it sits between the material realm more numerous than even their craftworld kin races. It is just as capable of falling into corruption as The constant stream of indulgence and depravity
and the roiling tides of the warp, suspect. It is not only the society of the Drukhari that it is of transcending to the sublime. With so much pouring from the Eldar empire was as unstoppable as
comparable to the surface of a mirror, festers within this terrible realm – Commorragh power at their beck and call, the core of the Eldar a tide. It nourished and empowered that which
or the fabric of a veil cast over plays host to many of the galaxy’s most disreputable realm – once a masterpiece of civilization – became crystallized at its center – a nascent god of excess,
something foul. The ancient Eldar and villainous individuals, including alien centered around self-gratification and the pursuit of content at first simply to wait, and to grow.
discovered that it was possible to exist mercenaries, bounty hunters, corsairs and renegades, individual fulfillment. Slowly, the proud empire began
within that silvered surface, to move all risking their souls in the hope of claiming the to rot from within.
between the threads of that veil. It is riches of the Dark City.
here that the Drukhari have made Amongst the pleasure-seekers and the interminably
their home, and it is by using the curious were those whose pursuit of excess became
innumerable hidden portals that LORDS OF DARKNESS increasingly extreme. These included a great
connect the webway and realspace The occupants of the Dark City are sadistic proportion of the aristocracy of ancient Eldar society;
that the raiding parties of murderers all, abjectly self-serving and incapable of those with the wealth and the time to truly explore
Commorragh are able to terrorise the compassion.Violent civil skirmishes are omnipresent, every aspect of decadence. One by one, the leaders of
galaxy. Since the Fall – the great yet descent into complete anarchy is prevented by the the cults of excess that were growing within Eldar
tragedy of the Eldar race – the ruthless hand of the Supreme Overlord of society became obsessed with their own power. They
webway has been a realm both Commorragh, Asdrubael Vect. A master strategist relocated into the labyrinth dimension known as the
shattered and dangerous, its and tactician, Vect’s mind is as sharp as the blades he webway, taking over hidden ports and setting up
splintered reaches infested by strange puts to the throats of his detractors. It is by his strongholds at key nodal points within to continue
beings from different realities.Yet this cunning that the warring Kabals are kept in balance – their debased pursuits. Almost invariably, these realms
is the perfect breeding ground for the unable to devour each other completely, yet still were linked via portals to the sprawling and
warriors of the Drukhari. spurred to brutal competition with one another as exhilaratingly lawless city of Commorragh.
they vie for the Supreme Overlord’s favour. In this
way the political statuses of these bitter rivals are in Commorragh was originally the greatest of the
constant flux, the ebbing and flowing of their power webway port-cities, impossibly vast and able to
driven ever by Vect. Those killers who are able to transport a fleet to any of the most vital planets of the
thrive in this environment whilst remaining in Vect’s Eldar empire by virtue of its many portals. Because of
graces are given permission to put their practiced the access it granted to the far-flung corners of
brutality to use during realspace raids. realspace, this mighty metropolis was reckoned to be
the most important location in the entire webway. It
was too valuable to the Eldar as a whole to belong to
8 9
FALL OF THE ELDAR
As the Eldar empire began its descent into madness, The Eldar civilization was reduced to a broken To this day the Drukhari raid the galaxy from the
there were some who foresaw disaster and fled to diaspora, their realm destroyed by the aftershock of canker that is Commorragh, sowing misery and
safety. The first of these were the Exodites, those Slaanesh’s inception.Yet those hidden in the webway destruction wherever they emerge and spiriting
who perceived their peril clearest of all. They chose remained all but untouched. Great swathes of the away countless captives to their lairs for their own
to establish a network of colonies far away from the labyrinth dimension itself were shattered into ruin, horrible ends. They are masters of torture and
blighted heart of the empire, exiling themselves so but many of those Eldar who had built personal degradation, for the longer a Drukhari can drag out
that they might survive. Many of them exist there empires in and around Commorragh survived the the punishment of a captive, the greater the
still, their cultures living in a symbiotic relationship birth of Slaanesh. The echoes of the new god’s nourishment that can be derived from it. A Drukhari
with the world-spirits of their planets. arrival had wrought insidious changes within them who has recently fed upon the torment of others
Those who escaped later were the forefathers of the – changes whose horrific nature would not be fully shines with a cold and startling aura, their physical
Asuryani. As their parent society became ever more comprehended until later – but the Commorrite form restored to perfection even as the spirit within
depraved, they recoiled in horror from what their Eldar had escaped destruction. In their supreme festers. One who is starved of such energies for long
once-noble kin had become. Realizing that they arrogance they did not cease their quest for excess, enough will become a shadow, desperately hunting
stood upon the brink, they turned their even for a moment. Repentance and atonement for a taste of pain with which to stave off the gnawing
considerable resources to the construction of were alien concepts to a people who acknowledged pangs in the depths of their soul.
immense craftworlds: graceful space-cities the size no limits to their power.
of small moons. The Eldar of the craftworlds fled
into the void, desperate to escape from the The Eldar sealed within the webway had not
punishment that must surely fall upon their race. escaped the Fall, though this horror would only
Some would even succeed. Those left behind jeered dawn on them slowly. Rather than having their
at the craven flight and narrow minds of their essence consumed in one great draught, their souls
departed cousins. Yet the more cunning amongst were slowly draining away into the warp –
them watched, and wondered, shoring up the consumed over time by Slaanesh, the entity the Eyes without life,
defenses of their occluded webway strongholds even Eldar call ‘She Who Thirsts’. The Eldar fear Slaanesh Maggot-ridden corpses,
as they continued their hedonistic pursuits. above all, for the god was given life by their actions, Mountains of skulls.
and now waits hungrily on the other side of the veil These are some of my
As depravity riddled every aspect of Eldar society, Favorite things.
the cults of excess sought ever more violent thrills. to claim each and every one of them. Where the
Before long the streets of the empire’s cities ran Eldar of the craftworlds learned to deny Slaanesh’s Drachon Borkor
with blood. The elegant architecture of their palaces hold upon them using the mystical spirit stones and
became battlegrounds as the Eldar preyed upon infinity circuits, the Commorrite Eldar became
each other, delighting in the cruelest of crimes. expert at ensuring that lesser beings suffered in
Their insanity and tainted passion poured into the their stead.
warp until it achieved critical mass. With a Provided they steeped themselves in the most
thunderous metaphysical roar that tore the heart extreme and decadent acts, the Eldar of the webway
out of the empire, a new god was born – Slaanesh, found that the curse of Slaanesh could be abated.
the Dark Prince of Excess. The agony of others nourished their withered souls
Slaanesh’s birth screams destroyed countless souls and kept them vital and strong, filling their frames
in a psychic shock wave that rolled across the galaxy. with unnatural energies. Assuming they could feed
Whole star systems fell amid orgies of cannibalism regularly enough, the webway dwellers became
and violence. In that instant, most of the Eldar race physically immune to the passage of time. So it was
was destroyed, consumed by a cataclysm of terror that the Drukhari were born, sadistic parasites who
and pain. The epicenter of their realspace empire subsist upon the anguish of others in order to
was sucked into the warp, leaving a yawning prevent the slow death of their immortal souls. Ten
maelstrom of pure Chaos in its place – a place the thousand years later, in the 41st Millennium,
Imperium would later call the Eye of Terror. Slaanesh’s thirst pulls at them still. There truly is no
Slaanesh gorged upon the despair of the Eldar. escape. The Drukhari have unwittingly doomed
Unstoppable in its ascendancy, it consumed the themselves, exchanging a horrific but mercifully
deities of the old Eldar empire, scattering the few swift end for an eternity of ghoulish starvation.
survivors to the corners of the warp.
10 11
PRESENTATION OF PROFILES
DARK ELDAR LIST Profiles are presented in the standard manner and
include all the characteristics values. This book
contains details for most weapons, and he remainder
You think you can challenge me, pitiful human?
The Dark Eldar army list has been designed so that are described in the Warhammer 40,000 Wargear I, the bane of empires, the father of pain?
you can choose an army to a pre-set points value
SQUADS book or in the Warhammer 2nd Edition Battle Bible. Let me educate you; I need a new pet.
At least 25% of your army’s points must be spent on
agreed by you and your opponent. There is no upper squads. Most troops fight in squads. In the case of
limit to the size of an army, but 1000 points is about Dark Eldar the most common type of squad is the THE WARGEAR LISTS Archon K’shaic, Kabal of the Bladed Lotus
the smallest size for a battleworthy force. A 2000 Kabalite Warrior and the Wych squads. Squad size The army list entries for characters and squads often
points battle will usually last an entire evening, while vary and you are free to choose a squad within the indicate that models may be equipped with more
a 3000 points will give you a battle that will take limits indicated in the list: for example a Kabalite weapons or equipment at extra cost.This cost is
most of a day to fight, and the army lists have been Warrior squad may have between 5 to 10 models indicated in the Wargear list and sometimes in the unit
designed to suit battles about this size. If you wish to whilst the Incubi squad may have between 3 and 7 entries.The Wargear list is divided into different
fight extremely large battles (say more than 6000 models. Although each squad is assumed to have a categories, and in some cases there are additional
points a side) you may wish to introduce additional leader, the leader has identical characteristics to the restrictions which apply - for example, a model may
restrictions on the number of characters and support rest of the squad and if he is killed the next in only ever carry a single special weapon. In addition, not
items otherwise these will tend to dominate the seniority takes over command. The leader is not a all weapons or equipment are available to all troops - for
battle to the exclusion of other troops - this is left to character model, and he cannot be given wargear example grenades may only be chosen by characters.
experienced players to agree amongst themselves. cards. In the case of some squads he may have These restrictions are all indicated on the Wargear list.
weapons and equipment that differ from those of his
THE ARMY fellow troopers as indicated in the army lists. THE WARGEAR CARDS
When you choose your Dark Eldar army you can Character models are allowed to carry special items of
spend your points on three categories of troops: SUPPORT equipment in the form of wargear cards. The number
Characters, Squads and Support.You are permitted You may spend up to half the army’s points on of wargear cards a character is allowed to carry is
to spend only a proportion of your total points on Support. The Support section of the army describes indicated in the entry for the character. The points
each of these categories. For example, you may support units, vehicles, the monstrous haemonculi values of wargear cards is included in this book.
spend up to a maximum of 50% of your points on creations, and allies.
Support. These limitations are designed to ensure The number of wargear cards of a specific type is
armies are reasonably balanced and don’t consist The points allocated for Support are used to buy intentionally limited to restrict how many of those
entirely of character models, Talos, or Ravagers. The allied troops, as well as units and vehicles. To choose items can be included in an army. Unless a unit is
proportion of points which can be spent on each allies refer below for allies you wish to include.You explicitly assigned a wargear card in its unit entry, you
category is summarized immediately before the may include allies from a single army, or from several cannot assign the same wargear card to more than one
army list under the heading ‘Army Selection’. armies, it is up to you. unit when building your army. This restriction applies
only to your army; your opponent, with their own set
When choosing allies there is no further restrictions of cards, can field the same items independently. It is
CHARACTERS on the army selection, eg, of you are spending, say, therefore possible for models on both sides to have
You are free to spend to 50% of your army’s points 500 points on allies you can choose from the identical wargear. Additionally, certain wargear cards
total on characters.You army must be commanded by Character, Squad and Support section of the allied are restricted to specific races or unit types, as
either an Archon, Succubus or a Haemonculus, or army list.You could include 500 points of Characters, indicated on the cards themselves. Some items, like
even three different commanders explained by the or 500 points of vehicles, for example. Normal Vortex Grenades, are one-use only and must be
Alliance of Pain rule. Because you need a commander obligations regarding compulsory troops do not apply discarded after use.
you must always spend points on characters. to allies but unit sizes must be correct and other
restrictions on the number of troop types, characters
The points value of characters includes the value of
ad support items available do apply. For example, you SPECIAL CHARACTERS
the characters’ wargear and wargear cards. In the main army list there is listed special characters
cannot pick two allied army commander! Obviously,
The points values of wargear cards is indicated on the yo may not pick further allies from the allied army’s which describes some famous Dark Eldar, and
cards themselves, back in this book. The maximum own support section. provides game details and point values for each of
number of wargear cards a character can have is them.You army may include these characters if you
Allies: An Dark Eldar army may be accompanied by wish, either as additional character models, or, in
indicated in its army list entry. In some cases these
allied troops chosen from the following Warhammer some cases, as the army commander. Their points
vary from the standard number permitted in
40,000 Codex for each individual army for details. cost is included in the points paid for your characters.
Warhammer 40,000. This is to take into account
unusual individuals such as the Haemonculus Ancient. • Any Harlequin (Eldar), Eldar.
Welcome to the rules section of Codex Supplement: Dark Eldar. On the following pages
you will �nd all the content you need to bring every aspect of the cruel Drukhari to ECHOES OF AGONY
life on your tabletop battle�elds. Maybe you're inspired to dive straight into some open
play games; maybe you want to forge your own tales of glory and infamy with
narrative play; perhaps you can't wail to pit yourself against your opponents in nail-
biting matched play contests; whichever appeals lo you - even if it's a bit of all three -
this section of your Codex supplement provides a modular toolbox that allows you to Pain Token: 1 Pain Tokens: 2
get the most out of your collection.
The Dark Eldar revel in agony, not just as The scent of fresh blood in the air sends the
spectators but as connoisseurs. Their bodies, Dark Eldar into a murderous frenzy. Consumed
The Drukhari frequently use virulent poisons to slay their prey in excruciating ways. twisted by their endless pursuit of torment, by their insatiable thirst for agony, they surge
become numb to lesser wounds. Even the most forward with unnatural speed, every step
Many Dark Eldar weapons have the Poisoned rule. Such a weapon will grievous injuries seem but �eeting sensations, driven by the promise of new victims to �ay
always wounds on a 4+ regardless of Strength/Toughness values. Note a prelude to more exquisite pain. and torment.
that units like Daemons, Tyranids (Hybrids are still affected) and Necrons
are not affected by this rule. Inured to Suffering gives the model an All affected models may either charge
extra saving throw of 5 or 6 on a D6. and �re or run and �re in the shooting
This save is always taken before a save phase in the same turn even if it using a
As the Dark Eldar feed on the souls of the slain, they become imbued with for armor (if any) and is not subject to move or fire weapon or charging into
supernatural might, eventually turning into killing machines. saving throw modifiers, so the save is hand-to-hand combat.
Whenever a Dark Eldar unit with this rule destroys a non-vehicle enemy 5+ whether the models is hit by a The unit is also affected by Inured to
unit or a enemy unit within 6” fails a Psychology test, it immediately gains power fist or lasgun. Suffering.
a Pain Token. Place a marker with that unit. Pain Tokens confers Echoes of
Agony abilities to the entire unit, as shown on the next page.
It might happen that several of your units are involved in a combat against
one or more enemy units, which are destroyed because of the hand-to-
hand combat result. In this case, you receive one Pain Token per enemy
unit destroyed, these tokens are put into the Sharing the Pain Pool. Pain Tokens: 3 Pain Tokens: 4
If a Dark Eldar unit is joined by one or more characters with Pain Guided by centuries of practice in the art of As the battle�eld runs crimson, the Dark
Tokens, all of the Pain Tokens for the unit and the characters that precise and agonizing death, the Dark Eldar revel in the chaos and carnage, their
have joined it are added together for that unit. Eldar's strikes become deadlier than ever. resolve unshaken. The spilling of blood
Sharing the Pain Pool Each attack is not merely a blow but an forti�es their dark spirits, making them
Shared Pain Tokens are put into the Sharing the Pain Pool. exercise in exquisite cruelty, designed to impervious to terror and unyielding in their
Tokens in this pool can be distributed to any Dark Eldar prolong suffering and intensify fear. determination to dominate their prey.
unit on the table with the Power from Pain rule. The The affected models may re-roll a The affected models become immune
Pain Token can be distributed at the start any phase. single Attack dice during an attack roll. to psychology and never needs to
take Break tests.
The unit is also affected by Inured to
Suffering and Eager to Flay. The unit is also affected by Inured to
Suffering, Eager to Flay, and Flensing Fury.
Short Long To-Hit To-Hit Strength Damage Save Armor Special
THE WARGEAR LIST GRENADES
Range Range Short Long Modi�er Penetration
The following charts list additional wargear that may be carried by Dark Eldar characters or Grenades 6” 12” +1 – As grenade type: see blow
troops. Any limitations as to availability are indicated on the charts themselves. Note that
some items are also available as wargear cards - these items are available to the Dark Eldar
- Blind – – – – 2” Blast, See rules 2
much more readily than to some other armies, hence they are included as wargear which you - Frag 3 1 -1 D6+3 2” Blast 2
can purchase. Such items are not wargear cards and do not affect a character’s ability to other
equipment in the form of wargear cards.
- Krak 6 D6 -3 2D6+6 -1 to hit 3
- Plasma 5 1 -2 D6+5 1 ½” Blast 3
Short Long To-Hit To-Hit Strength Damage Save Armor Special
Range Range Short Long Modi�er Penetration - Photon – – – – 1 ½” Blast, See rules 2
ASSAULT WEAPONS
Agoniser Close combat only As user 1 No save 2D6+S Poisoned, Flail, see rules 10
ARCANE SCIENCE
Archite Glaive Close combat only - 1H 5 1 -3 D6+D12+5 Poisoned 10 Casket of
Flensing 12” – – D6 1 -D6 D6+S Sustained Fire - 2D 15
Close combat only - 2H 7 1 -4 D6+D12+7 Poisoned
Crucible of Malediction: Owner my nullify as a psyker with Mastery Level 3. Successful nullify cause Terror to enemy psyker. 25
Blast Pistol 6” – – – 8 D3 -4 D6+8 10
Dark Gate 12” – – D10 1 - D6+S 2” Blast 20
Flesh Gauntlet* Close combat only User D6 – D6+S Poisoned, see rules 12
Essence Crucible: Models within 3” regain 1 Wound on a 4+. Force cards can increase range and chance to regain wounds. 25
Hydra Gauntlet Close combat only User 1 User D6+S Poisoned, see rules 6
Hexrifle 16” 32” +1 +1 3 1 -2 D6+S Poisoned, See rules 15
Razorflails Close combat only User 1 -1 D6+5 Poisoned, Parry, Flail, 10
see rules Mirror of Unending Agony: Select an enemy unit within 24”. For unsuccessful roll under Toughness, Dark Eldar player gain 1 Shared Pain Token. 20
Poisoned Blade Close combat only User 1 User D6+S Poisoned, Parry 2
PowerWeapon Close combat only 5 1 -3 2D6+5 Parry 6
ARMOR Armor may only be taken by character models, and each model may only take one kind of armor.
Scissorhand* Close combat only User 1 -1 D6+4 Poisoned, see rules 8 Ghostplate Armor: Those Dark Eldar who desire a substantial amount of protection whilst retaining a high degree of mobility sport armor
Shardnet & Close combat only - 2H User 1 – D6+4 Poisoned, see rules 10 made from hardened resins and shot through with pockets with lighter-than-air gas. Ghostplate also incorporate minor force�eld technology that
Impaler feeds on the suffering of others.
Splinter Pistol 6” 12” +1 – 3 1 -1 D6+3 Poisoned 2 The Ghostplate armor confers a 4+ save and an extra saving throw of 6 on a D6. This save is taken before a save for armor and is 12
not subject to saving throw modifiers. In addition, if the model is affected by Inured to Suffering (see Echoes of Agony), this extra
Stinger Pistol* 6” 12” +2 – 2 1 – D6+2 Poisoned, see rules 4 saving throw is instead taken on a 4, 5 or 6 on a D6.
Venom Blade Close combat only User D4 -2 D6+S Poisoned, Parry, see rules 10
* These weapons can only be taken by a Haemonculus. All weapons above have the Close Combat rule.
DRUKHARI COMBAT DRUGS SQUADS CHARACTERS
SPECIAL WEAPONS Adrenalight: Units and models under the effect of Adrenalight add +1 to their Attack Characteristic. 2 4
Blaster 9” 18” +1 – 8 D6 -4 2D6+8 30 Grave Lotus: Units and models under the effect of Adrenalight add +1 to their Strength Characteristic. 2 4
Haywire 12” 24” – – 4 1 -2 3D6+4 15
Blaster Hypex: Units and models under the effect of Adrenalight add +2 to their Move Characteristic. 3 4
Heat Lance 6” 18” +1 – 8 2D12 -4 D6+2D12+8 1 ½” Blast 50 Painbringer: Units and models under the effect of Adrenalight add +1 to their Toughness Characteristic. 2 8
Liquifier Gun Flamer Template 4 1 -D6 D6+4 8 Serpentin: Units and models under the effect of Adrenalight add +1 to their Weapon Skill Characteristic. 2 10
Shredder 6” 12” – – 6 1 – D6+3 2” Blast 6 Splintermind: Units and models under the effect of Adrenalight add +1 to their Ballistic Skill Characteristic. 2 10
Splinter Rifle 12” 24” +1 – 3 1 -1 D6+3 Poisoned 2
Shardcarbine 8” 16” +1 – 3 1 -1 D6+3 Poisoned, 5
Sustained Fire - 2D
75
ALLIANCE OF AGONY
Every step of a raid is planned in meticulous detail. In most cases such a raid is championed by an Archon, though on occasion
a Succubus or Haemonculus will be its chief architect. Regardless of who leads, a raid brings together the most deadly factions
of Commorrite society – the splinters of a Kabal, the circles of aWych Cult and the cells of a Haemonculus Coven – to �ght as
WEAPONS: Splinter pistol and plasma grenade a single terrifying force, whilst affording each the opportunity to pursue their own twisted proclivities on the battle�eld.
ARMOR: Kabalite Armor (5+ save) If your army includes an Archon, they will serve as your commander. However, if you also field at least one
STRATEGY RATING: 4 Succubus and one Haemonculus, you may nominate all three - 1 Archon, 1 Succubus, and 1 Haemonculus - to
act as your army commanders. On the battlefield, these three models collectively fulfill the role of army
SPECIAL RULES: Power from Pain commanders. When determining Strategy Rating, use the highest value among the three.
S UCCUBUS
The Succubi are the ruling elite of the Wych Cults. Impossibly elegant and
L ELITH H ESPERAX
Lelith is the undisputed champion of the gladiatorial arenas. Most deadly
beautiful, they stalk through the mayhem of battle as if born to it, surrounded of all her kind, Lelith’s skill in the arts of combat bear all the hallmarks
by cliques of their lethal handmaidens who search out worthy alien opponents of true genius. Lelith is grace embodied, her movements hypnotic, sensual
for their mistresses to slay. Long-limbed and athletic, each is famous across and spellbinding – watching Lelith go about her blood-soaked business is
Commorragh for the grace and �air of her kills.The Succubi are the true icons a privilege that only the wealthiest Drukhari can afford.To see such a
of the gladiatorial arenas, and when they are in full �ow they enjoy an envy superbly talented Succubus perform �rst-hand is a dream come true for
as close to veneration as the Drukhari ever get. most Kabalites, for the agonizing beauty of her kills energies and
reinvigorates even the eldest of their kind.
Dodge: The Succubi cults believe the best defense is simply not to be
there when the opponent’s blade falls. Such are their re�exes that they Quicksilver Dodge: To forsake the use of chemical enhancement is
dodge blows with supernatural speed. usually suicidal in the lightning-fast world of the arena, yet such is
All Succubi may dodge incoming attacks, both in close combat Lelith’s prowess that her pristine �esh remains scarless – almost. It is true there has never been
and against ranged weapons. This is a 4+ unmodified save, Lelith’s Quicksilver Dodge works just like the Succubus’ Dodge one like her before, and by her
separate from all armour worn. A dodge may be combined special rule with one exception; Lelith’s unmodified save is on a blades Lelith will ensure no
with the unmodified save from a Defensive Field if the model is other Drukhari will ever
roll of 3+ on a D6. attain more admiration than
allowed to purchase such. If the character is affected by a she within the arena.Yet she
template weapon may move up to 2” away when dodging the Natural Perfection: The harpies of the rivalWych Cults whisper has sided with Yvraine – that
attack (this includes vortex grenades). If the model is still under that Lelith’s incredible skill is from an unnatural source – that she has prophetess of a false god – and
the template after that move, it is affected on a 4+ roll of a D6. somehow persuaded the Haemonculi to replace her blood with in doing so has committed her
hyperdrenaline; that as a child she suckled upon a steroid-syringe; that Cult to a dangerous course.
WARGEAR: A Succubus may chosen additional equipment she sleeps in a baryonic sarcophagus �lled to the brim with stimulant But I have planned for this
from the Assault Weapons and Grenade sections. eventuality. It has always been
serum.The truth is far simpler – she is a born predator with a singular Lelith’s way to seek the path
The Succubus may also pick any of the following and the items drive to perfect the art of murder. most challenging, and as
does not count as a Wargear card: At the start of each Round, choose one of the following of Lelith much as she vexes me, I �nd
- Drukhari Combat Drugs - See page 53 for details Hesperax’s characteristics: Move, Strength,Toughness, Attacks or the Queen of Knives a useful
subject. Let her follow the
- Frenzon +5 points Leadership.The characteristic you choose is increased by 1 until Emissary. It suits me for now.’
- Razorflails +10 points the end of this Round. If you chose Move or Leadership, it is
- Asdrubael Vect
- Hydra Gauntlets +6 points instead increased by 2 until the end of the Round.
- Archite Glaive +10 points Lelith’s Blades: Wych Cults utilize a variety of wicked blades which
WARGEAR CARDS: A Succubus may have up to 2 Wargear cards. often includes an individually made, elegant dagger.These knives are
kept sheathed until they are needed, so that its in-built sharpening
�eld will ensure it stays eternally keen and lethal.
Lelith’s Blades can Parry twice and adds +2 Attacks.
Str Dam Save AP Special
User 1 No save 2D6+4 Poisoned, Parry x2
85 175
75 50 150
HAEMONCULUS ANCIENT
HAEMONCULUS WEAPONS: Stinger Pistol, Flesh Gauntlet, Clone Field, and Casket of Flensing
ARMOR: Gnarlskin (6+ save)
WEAPONS: Stinger Pistol STRATEGY RATING: 2
ARMOR: Gnarlskin (6+ save) SPECIAL RULES: Power from Pain, Insensible to Pain, Sculptors of Reality, Master Haemonculus
STRATEGY RATING: 2
SPECIAL RULES: Power from Pain, Insensible to Pain, Sculptors of Reality
D RAZHAR
Even amongst the insular ranks of the Incubi, the enigmatic Drazhar
K HERADRUAKH
The Mandrake known as the Decapitator is a �gure of stark
remains a mystery. All that is known of his origins is that he entered the terror who haunts the alleys and spars of Commorragh. Little is
Great Shrine of the Incubi unannounced and unbidden, clad in the known about Kheradruakh - whose name literally translates as
segmented armour of a senior member of the Incubus creed. He cut his way ‘he who hunts heads’ - other than the fact that he can crawl out
into the inner sanctum, leaving those who tried to stop him clutching from even the slightest shadow and that he always takes the
bloody stumps as their blades clattered to the �agstones, and saluted the heads of his prey. Occasionally a victim may perceive this
shrine’s enthroned Hierarch in challenge. Incensed at this upstart shadow-stalker for long enough to see that he has empty sockets
newcomer’s contempt for proper protocol, the Hierarch rose from his throne, in place of eyes and an extra set of taloned arms, though
entered the candlelit dueling circle and took up the battle stance.The whether these traits are a part of Mandrake physiology of the
Hierarch’s self-assured superiority soon evaporated when his challenger work of a Haemonculus in unknown.Though Kheradruakh
blurred into action, moving so quickly that it was hard to follow him in the seems to kill randomly and without motive, he has been known
�ickering tallow light.The duel was over within minutes, and the newcomer to work as an assassin, claiming the head of an employer’s
stepped over the Hierarch’s dismembered body. By rights the challenger was chosen victim in exchange for an exorbitantly steep price in
entitled to take the throne then and there, but Drazhar merely cleaned his souls.The Decapitator has been known to bolster a realspace raid
blade and sketched a simple bow. unbidden, taking a single skill and disappearing just as stealthy
as he arrived. Only the Mandrakes know what will come to pass
Master of Blades: Those Incubi who �ght in the presence of should Kheradruakh’s macabre quest reach completion.
Drazhar set aside their deep-seated jealousy, and are driven by his
unquestionable skill to even greater extremes of martial expertise. ‘‘Though his aptitude for murder is Hunter of Heads: Without a sound, Kheradruakh will
legendary, my interest in Drazhar
Drazhar, and any Incubi joined by Drazhar, is immune to lies elsewhere. None of the Drukhari neatly sever the head of his chosen victim with his long, sharp
psychology and never needs to take a Break test. whose minds I have seen know what blade, and, following a cursory inspection of his prize, disappear
he is or where he came from. But back to the catacombs in which he makes his lair.
Darting Strike: Drazhar has an uncanny ability to move like they do fear him, and rightly so. I ‘‘There is a very good reason
lightning, darting through even the most chaotic melee to cut his chosen suspect even the mightyVect questions Nominate on enemy character at the beginning of the why so many of the galaxy’s
foe down before their blade can fall or their trigger-�nger twitch. what this silent executioner is game as the unfortunate whose skull the Decapitator cultures and societies are afraid
capable of. Could it be true that he is intends to take. Kheradruakh may add an additional of the dark.’
Drazhar may increase the range of his follow-up attacks to 4”. In but dust encased in armour, like my +D3 combat score against the nominated character.
addition, Drazhar’s foes count double the value of any fumbles, own accursed brothers – and if so, is - Inquisitor Bastalek Grimm
meaning when they roll a 1 on their attack dice, add +2 to there a way that I can bend him to Decapitator: This is the weapon that has given
Drazhar’s combat score instead of the usual +1. my will? I must be patient in this Decapitator his name.
regard, but time will tell.’
Demiklaives: Drazhar favors the versatile demiklaives. If a hit is scored against a living target, the model
- Ahzek Ahriman,Arch Sorcerer makes an immediate saving throw - if failed, the
The Demiklaives have the following profile. In addition, of the Thousand Son
model is automatically slain.
Drazhar can choose at the start of each hand-to-hand combat
phase to either add +2 to his Strength or +2 to his Attacks. WARGEAR:
The Kheradruakh may replace his Baleblast with:
Str Dam Save AP Special - Soulburst +15 points
User 1 -3 S+2D6 Parry
135 100
12 18
SQUAD: A Kabalite Warrior squad consists of 5 to 10 models, one of which will be the Sybarite. SQUAD: A Wych squad consists of 5 to 10 models, one of which will be the Hekatrix.
WEAPONS: Splinter Rifle WEAPONS: Splinter Pistol and Poisoned Blade
ARMOR: Kabalite Armor (5+ save) ARMOR: Wychsuit (6+ save)
SPECIAL RULES: Power from Pain SPECIAL RULES: Power from Pain, Dodge
I NCUBI
The Incubi are an order of Drukhari that hone themselves for
M ANDRAKES
Within the shrouded corners of the labyrinth dimensions lurk all manner of nightmarish
war and war alone.Warriors of the highest caliber, they entities and subconscious terrors given form. Yet nowhere in the webway is more shrouded
dedicate themselves to the perfection of the killing strike. in dread than Aelindrach, where darkness itself has gained a sort of horrifying sentience,
Despite the Incubi’s monk-like asceticism, no shred of virtue for it is the home of the creatures known as Mandrakes – a vile breed that is secretly
exists in their bloodstained souls, for though they profess a feared even by other Drukhari. A Mandrake can pull itself into reality straight through
desire to achieve perfection in every aspect of their existence, another being’s shadow, emerging with a hiss to sink its ice-cold claws and teeth into
their true goal is simply to kill as often as possible. warm �esh. Their inky skin writhes with forbidden runes and their faces shift and �ow,
Everything about an Incubus accoutered for war conveys one moment sealing over into an expressionless mask, the next parting like a reopened
menace. His armour is spiked and segmented from top to toe, wound �lled with needle teeth.
and his horned helmet is framed by a pair of great razored Shadow-skinned: Mandrakes exist both in reality and a
blades. He walks with the measured surety of a stalking cursed otherworld, and to �ght them is to �ght living shadow, for
sabrecat, and despite his formidable armour he makes no they are not fully corporeal.As their tangibility ebbs, shots pass
sound as he does so, for each Incubus warsuit is so perfectly harmlessly through them, though the same is not true of the
designed it barely inhibits his dexterity.The ornate plates Mandrakes’ own attacks, which always land with visceral
slide as �uidly as silk over one another as the Incubus moves physicality.They are able to manifest anywhere that shadows
in for the kill, yet they are as rigid as ceramite when struck gather in the gloom, and as such are a malevolent bane on night
by a blade or blast of energy. worlds and in war zones that are veiled in darkness.
Shadow-skinned provides an extra saving throw of 5+
WARGEAR: on a D6. This save is taken before a save for armor and
The Klaivex may be equipped with: is not subject to saving throw modifiers. In addition,
- Bloodstone +6 points shooting at a unit with Shadow-skinned rule at Long
Bloodstone: A Bloodstone is a rare and exotic Range will suffer an additional -1 to hit penalty.
weapon forged from the broken Soul Stone of an Eldar WARGEAR:
Exarch. It can be used in close proximity to an enemy, The Night�end may replace his Baleblast with:
unleashing a single pulse of baleful energy that will - Soulburst +15 points
boil their blood.
Baleblast & Soulburst: The twisting shapes set into their
A Bloodstone has the following profile: �esh are sigils of destruction that pulse brightly whenever the
Rng To-hit Str Dmg Save AP Special Mandrake feeds upon the pain of its prey. Mandrakes are capable
of channeling these stolen energies, shaping blasts of cold �re that
Hand Flamer Template 3 1 -3 D6+3
roar out from their claws to freeze their victims in place.
Baleblast and Soulburst have the following profile:
Demiklaives (see Drazhar on page 26)
Rng To-hit Str Dmg Save AP Special
18” - 4 1 -2 D6+4 Sustained fire - 1D, Arcane
18” - 8 D6 -4 2D6+8 1” Blast, Arcane
24 28
SQUAD: A Incubi squad consists of 3 to 7 models, one of which will be the Klaivex. SQUAD: A Mandrake squad consists of 3 to 7 models, one of which will be the Nightfiend.
WARGEAR: Demiklaives, Immune WARGEAR: Glimmersteel Blades, Baleblast and Immune
ARMOR: Incubus Warsuit (3+ save) ARMOR: None
SPECIAL RULES: Power from Pain SPECIAL RULES: Power from Pain, Infiltrate, Dispersed Formation, Shadow-skinned
W RACKS
EachWrack is an abhorrent example of his master’s surgical
G ROTESQUES
Towering and monstrous, Grotesques are insane creations that
craftsmanship, an individual cut apart and refashioned into a walking are employed when their Haemonculi masters have need to
instrument of torture. Masked and modi�ed to better instill fear into commit extreme physical violence. One does not become a
those they encounter, they act as the hands of the Haemonculi in the Grotesque voluntarily.Though they generally begin existence as
world outside, and upon the �eld of battle they will defend their Drukhari, these tragic and repulsive constructs have been reborn
creators with their lives. in the most hideous of ways as punishment for some real or
Because Haemonculi tend towards megalomania or even delusions of perceived slight to the Haemonculi.
godhood, they surround themselves with supplicants and minions to Altered Physique: Racks of syringes depress in their spinal
enact their orders. In fact, most Haemonculi prefer not to sully sumps to dump potent stimulants into their ichor-stream, ridged
themselves with physical labor of any kind, and consider themselves bellow-pumps connected to primary lungs wheeze and contract at
somehow polluted if they have to exert themselves in any way. Instead, triple speed, and veins throb near to bursting as tube-punctured
the dirty work of each Haemonculus is performed by hisWracks. Most hearts are forced into overdrive.
Wracks hope to one day transcend their previous lives entirely – aWrack
will endure almost any degradation in the hope that they may Roll a dice before deployment and consult the Altered
eventually ascend to the ranks of the Coven lords. A typical scene in the Physique Table. All units in your army that have the
oubliettes and laboratories of the Haemonculi is a single �gure looming Altered Physique rule will benefit from the effect listed for
over a partially dissected victim whilst hunchedWracks scrabble to enact the entire game. Note that these effects are not cumulative.
every disturbing command. Berserk Rampage: With a great muf�ed roar the
Grotesques thunder into battle, butchering all within reach with
WARGEAR: hook, claw and cleaver.They absolutely will not stop until they
WARGEAR: receive their master’s command to cease. If this command is not
Up to two models may replace one Poisoned Blade with: heard, perhaps because their master is temporarily deceased or
- Liquifier Gun +6 points per model the din of war is too great, the Grotesques will continue to kill
The Acothyst may replace one Poisoned Blade with: everything within reach – including other Drukhari.
- Flesh Gauntlet +10 points So long as there are one or more Haemonculus on the
- Scissorhand +6 points battlefield, Grotesques function normally. If there are no
- Venom Blade +8 points Haemonculus’ on the table, units of Grotesques will
- Liquifier Gun +6 points starting moving towards the nearest unit (friend or foe) D6 ALTERED PHYSIQUE TABLE
and charge them if possible. 1 Failure Analysis: -1 Move
- Stinger Pistol - no additional cost
WARGEAR: 2 Lobotomized: Immune to Psychology
Any Grotesque may be replace their Monstrous Cleaver with: 3 Hulking Brutes: Strength +1
- Liquifier Gun - no additional cost 4 Enhanced Prowess: Weapon Skill +1
5 Toughened Skin: Increase Save by +2
Monstrous Cleaver:
6 Perfect Haemovores: Select two of your choice
Str Dam Save AP Special
User D3 User S+2D6
11 45
SQUAD: A Wrack squad consists of 5 to 10 models, one of which will be the Acothyst. SQUAD: A Grotesque squad consists of 3 to 5 models.
WEAPONS: Two Poisoned Blades WEAPONS: Monstrous Cleaver
ARMOR: Gnarlskin (6+ save) ARMOR: Gnarlskin (6+ save)
SPECIAL RULES: Power from Pain, Insensible to Pain, Altered Physique SPECIAL RULES: Power from Pain, Fear, Altered Physique, Insensible to Pain, Berserk Rampage
H ELLIONS
Commorragh’s bruised skies are home to war zones that are just as
S COURGES
Scourges are an intrinsic part of the lifeblood of Commorragh.
perilous as its barrios and shrouded spires.Through the acrid mists soar The intrigues of the Dark City thrive on information, without
arrogant lordlings and winged killers on the hunt.The most savage of which even the greatest Kabal is soon rendered impotent. Even
these airborne terrors are the Hellions, gangs of feral Drukhari that the most secure transmission can be intercepted, and psychic
descend upon their prey in a �urry of hooked blades before hurtling communication is utterly forbidden. Instead the nobility of the
away to safety. Drukhari pay handsomely for the Scourges to take their missives
Hellions ride to war upon skyboards, single-pilot anti-gravity platforms to their destination by hand. Each communiqué is sealed with
that are highly prized as symbols of independence. Each skyboard is tailor-made toxins, the antidotes to which – in theory at least –
personalized with trophies and glyphs, though most have changed hands are possessed only by the recipient.The Scourges are so vital to
several times, won in ritual knife-�ghts or claimed as bounty. Often they the intrigues of the Dark City that to kill one is to invite
will be bedecked with the severed heads of several previous owners. retribution from the upper echelons of Commorrite society,
Skyboards are sensitive to the slightest pressure; because of this, and for followed by a very painful demise.
the sheer thrill of it, Hellions take combat drugs that enhance their Scourges prefer to engage the foe at range, for they are
reactions still further until they can �ip and jink at incredible speed, protective of their expensively altered bodies.They lay down
their re�exes as sharp as their artfully �led teeth. punishing barrages of �re, drinking in the screams of their
enemies with their sharpened senses before redeploying and
WARGEAR: striking again.The weapons of the Scourges are hence devised to
Entire squad may be equipped with: be �red on the wing.The most popular is without doubt the
- Frag grenades +2 points per model shardcarbine, an advanced iteration of the splinter ri�e with a
- Krak grenades +3 points per model far higher rate of �re. A �ock of Scourges armed with
- Plasma grenades +3 points per model shardcarbines can swiftly lay down a hail of toxin-coated
- Drukhari Combat Drugs - see page 53 for details projectiles, mowing through infantry or toppling towering
biological monstrosities in moments.When equipped with
Helliarch may be equipped with: shredders, the winged mercenaries can release nets of barbed
- Torment Grenade Launcher +5 points mono�lament wire to slice through packed hordes of infantry.
Helliarch may replace his Hellglaive with a Splinter Pistol and: WARGEAR:
- Agoniser +12 points Up to two models may replace their Shardcarbine with
- Power Weapon +2 points one of the following:
- Shredder +1 point
Hellglaives: These long, lightweight, twin-bladed halberds are the
favoured weapons of Hellions. - Splinter Cannon +5 points
- Haywire Blaster +10 points
The Hellglaives have the following profile. - Heat Lance +45 points
- Blaster +25 points
Str Dam Save AP Special - Dark Lance +40 points
User 1 -2 S+2D6 Two-handed
The Solarite may replace the Shardcarbine with two
weapon chosen from the AssaultWeapons section.
26 29
SQUAD: A Hellion squad consists of 5 to 10 models, one of which will be the Helliarch. SQUAD: A Scourge squad consists of 3 to 7 models, one of which will be the Solarite.
WARGEAR: Splinter Pods, Hellglaives and Skyboard WARGEAR: Shardcarbine, Plasma Grenades, Haemonculi Wings, and Immune
ARMOR: Wychsuit (6+ save) ARMOR: Ghostplate Armor (4+ save and 6+ energy �eld save)
SPECIAL RULES: Power from Pain SPECIAL RULES: Power from Pain, Dispersed Formation
R EAVERS
The Reavers of Commorragh are fascinated by the art of war at speed.They ride to battle upon the most streamlined and
pared down of all skycraft – the anti-grav jetbike, a perfect fusion of raw motive power and �nely honed lethality.The
Eldar experience sensations to a far greater degree than any other race, and their psyches are easily given to obsession.
Reavers, having cultivated a taste for high-speed violence during realspace raids, are Drukhari consumed with the act of
the maximum impact kill. It is not enough for them to end a life, or to �y through the air at breakneck velocity – these 1-2 Reaver - -
black-hearted gladiators must accomplish both at once to be truly sated.The instant of a well-placed and fatal blow 3-6 Jetbike 12 10
delivered at obscene speed is a spike of murderous joy that the Reavers consider the ultimate thrill.
Roll to see if the rider is killed using the normal shooting rules. He has a Toughness of 3 and is
wearing Reaversuit that confers a 5+ saving roll, and has 1 wound. If the rider is killed then the bike
will move out of control until it leaves the table, crashes or is destroyed.
35
RAM VALUE SPEED
REAVER JETBIKE
SQUAD: A Reaver squad consists of 5 to 10 models, one of which will be the Arena Champion.
WARGEAR: Splinter Pistol, Poisoned Blade, Scythes and Reaver Jetbike WARGEAR: Inbuilt Splinter Rifle equipped with Targeter
ARMOR: Reaversuit (5+ save) TYPE: Bike, Skimmer
SPECIAL RULES: Power from Pain
B EASTS OF C OMMORRAGH B EASTMASTERS
In the millennia since Commorragh’s founding, its sand-�lled arenas
have drunk the blood of millions. Each site has played host to
countless spectacles of perversity and death, as the Drukhari have
worked their cruelties on hundreds of thousands of alien species,
52 including their own. But there is one gladiatorial favorite that never
fades in popularity – the wild hunts of the Beastmasters.The
Beastmasters themselves are technically part of theWych Cults, though
in contrast to the Hekatarii the majority of their number are male.
CLAWED FIENDS Some suspect they are part of a shamanic tradition, for when the
Beastmasters go to battle, they wear totems and masks echoing the
SQUAD: A Clawed Fiend unit consists of 1 to 3 models. nature of the alien predators under their control. It is partially
because of these artifacts that they enjoy such mastery over their
WARGEAR: Claws ferocious beasts, for their masks harbor complex sonic emitters and
ARMOR: Natural Armor (6+ save) pheromone traps that augment the wearer’s ability to subjugate savage
creatures. But even unmasked Beastmasters have a natural ability to
SPECIAL RULES: Beasts of the Arena dominate, and the most senior of their number can subdue a rampant
Megasaur with little more than a baleful glare.
Beasts of the Area: The arenas of the Dark City have
played host to a broad variety of dangerous creatures,
including blade-legged Helspiders, hyperviolent Bhargesi,
and even captured Adeptus Astartes warriors. Only a
30 handful of species have remained in continual use, however,
their natural savagery making their every kill a spectacle
worthy of the audience’s attention. It is these creatures that
KHYMERAE are driven to battle in packs by the Beastmasters.
If the Beastmaster is on the table, all Clawed
SQUAD: A Khymerae unit consists of 2 to 6 models. Fiend, Khymerae and Razorwing Flock units
within 12” may use his Leadership rating for any
WARGEAR: Claws Leadership and Break tests.
ARMOR: Otherworldly (4+ unmodi�ed save) Beastmaster may be equipped with:
SPECIAL RULES: Beasts of the Arena - Drukhari Combat Drugs - See page 53
Beastmaster may replace his Poisoned Blade with:
- Agoniser +8 points
- Power Weapon +4 points
- Venomblade +8 points
25 27
RAZORWING FLOCK
SQUAD: A Razorwing Flock consists of 3 to 7 models. SQUAD: A Beastmaster squad consists of one Beastmaster and a unit of Beasts of Commorragh.
WARGEAR: Razor Feathers WARGEAR: Poisoned Blade, Splinter Pods and Skyboard
Razor Feathers: Razorwings �ocks together to form a hurricane
of scalpel-sharp beaks. ARMOR: Kabalite Armor (5+ save)
ARMOR: None
Add the model’s remaining Wound to your Combat Score.
SPECIAL RULES: Beasts of the Arena SPECIAL RULES: Power from Pain, Beasts of the Arena
T ALOS
The Engines of Pain, of which the Talos is the most widespread, are
C RONOS
The Cronos – also known as the Parasite Engine – resembles a giant biomechanical
seen as the pinnacle of the Haemonculi’s art. Creations of mad insect or spined deep-sea abomination, its burnished shell covered in bristling
genius, each one is part organic and part mechanical, festooned with antennae and twitching vanes.Though it is employed to the same end as the Talos
surgical apparatus and horrible-looking weapons of war.Though and other Engines of Pain – to torture and destroy – the Cronos is an even more
they vary greatly in construction, each Talos is always well equipped extraordinary machine.Through the blend of alchemy and science practiced by the
to visit hideous retribution upon those that earn their master’s ire. Haemonculus Covens, the Cronos is able to drain the very life essence from its
From the clanking Chainghoul favoured by the Prophets of Flesh, to victims using a variety of esoteric apparatus.What remains of its prey when the vile
the drill-legged Shriveners that guard the Everspiral, each is an creature has drunk its �ll is a testament to the diabolical skill of its creators, for in
unholy terror many times the size and strength of its creator.These its wake a Cronos leaves little more than grey and shriveled husks.
semi-sentient constructs drift along with menacing slowness, the
whine of their anti-gravitic motors in counterpoint to the �icker- WARGEAR:
clack of silvered blades as they close with their prey. The Cronos may take any of the following:
- Spirit Vortex +10 points
WARGEAR:
The Talos may replace one Monstrous Cleaver with - Spirit Probe +10 points
one of the following: Spirit Vortex: Cronos Parasite Engines are sometimes modi�ed
- Ichor Injector +10 points to incorporate a spiral-etched device that can hurl out a massive
- Twin-linked Liquifier Gun +11 points burst of negative force, draining the lifeforce of dozens of victims.
The Talos may replace one Monstrous Cleaver with If the Spirit Vortex kills one or more models, draw 1
one of the following: additional Warp card and add it to your hand.
- Chain-flails +5 points Rng To-hit Str Dmg Save AP Special
- Talos Gauntlet (Power Claw) +5 points
18” - 3 1 -3 D6+3 2” Blast, Arcane
The Talos may replace the Twin-linked Splinter
Cannon with one of the following: Spirit Probe: A Spirit Probe is a conductor for agony; a
- Haywire Blaster - no additional cost device that ensures no scrap of pain or misery escapes the
- Heat Lance +30 points Cronos' contra-empathic net. Running hot on tides of
- Stinger Pod - no additional cost excruciation, it boosts the resilience of nearby Drukhari,
• All weapons comes with a Targeter allowing them to stride laughing amid volleys of �re and rains
of blows that would otherwise tear them apart.
At the start of each turn, before any movement, choose
Monstrous Cleaver
one Dark Eldar unit with the Power from Pain rule
Str Dam Save AP Special within 6" of this model. That unit gains a Pain Token.
User D3 User S+2D6
160 120
60
RAM VALUE SPEED
Crashing Test: Each passenger must roll equal to or under their Initiative on a D6 to dismount safely
and be placed within 2" of the Venom. If the Venom is moving at Fast Speed, subtract 1 from the
CREW: Initiative roll for each passenger dismounting. If the roll fails, the passenger dies a horrible death.
WARGEAR: Splinter Cannon, Twin-linked Splinter Rifles, Flickerfield Exploding Test: Each passenger must roll under their Initiative on a D6 to safely escape the vehicle
- All weapons equipped with Targeter and be placed within 3" of the Venom. If the Venom is moving at Fast Speed, subtract 1 from the
Initiative roll for each passenger escaping. If the roll fails, the passenger dies a horrible death.
TYPE: Skimmer
TRANSPORT CAPACITY: 5 models (Grotesques or bigger models cannot be transported)
R AIDERS
The �rst sign of a Drukhari realspace raid is a glimmer of unlight that appears in the sky, unfolding and spiraling
outward to become a shimmering portal ablaze with green �ame.Through this ethereal gateway come dozens of bladed
skycraft, arrowing towards their bewildered quarry with the single-mindedness of sharks that have scented blood.The most
common of these anti-gravity skimmers are known as Raiders, the favoured transports of Drukhari across the galaxy.
Lightweight and extremely maneuverable, Raiders epitomize the Drukhari belief that velocity triumphs over durability.
Unlike the sluggish vehicles of the Imperium, Raiders do not hold their passengers within metallic shells. Instead they are 1-2 Grav Motor 14 14
more like the gliding pleasure boats of the ancient Eldar – albeit adapted for extreme speed, and �tted with sword-sharp 3-5 Hull 14 14
bladevanes and jagged keels with which to cut apart the foe.
6 Turret 14 14
Open-topped: Dark Elder transports are not
fully enclosed, but expose their crews to a hostile
universe.There are many reasons for this, but the
main idea is to make embarking and 1-4 The grav engines are damaged.The vehicle may only move at Slow Speed for the remainder of the game.
disembarking easier. The grav engines are critically damaged, causing the vehicle to crash. Roll 2D6" to determine where
Models may board an open-topped vehicle
5-6
the vehicle lands. Passengers onboard must roll a Crashing Test to survive. Models under the vehicle
from all sides, not just from its sides and rear. where it crashes suffer D3 Strength 8 hits with a -4 save modifier.
In addition, add +3” to the vehicles allowed
movement before models disembarking
sustains an automatic hit.
1 The pilot is killed. If a gunner is alive, they will take over control of the vehicle, but their turret
WARGEAR: weapons may no longer be used.
Replace the Raider’s Dark Lance with:
- Disintegrator Cannon - No additional cost 2-3 A critical rupture in the sails causes the vehicle to lose stability. Roll a D6 at the start of each
Movement Phase: 1-3: The vehicle moves in a random direction for that turn. 4+: The vehicle
The Venom can take any of the following: moves normally.
- Shock Prow +10 points The vehicle’s engines fail, sending the vehicle into an uncontrolled crash. Roll 2D6" in a random
- Aethersails +10 points 4
direction. Passengers onboard must roll a Crashing Test. Models under the vehicle where it crashes
- Scythes +5 points suffer D3 Strength 6 hits with a -2 save modifier.
- Chain-snares +30 points
- Grisly Trophies +20 points 5-6 A massive explosion consumes the vehicle. All passengers and crew onboard must roll an Exploding
Test. All models within 3" of the explosion take D6 Strength 8 hits with a -3 save modifier.
- Flickerfield +10 points
1 The turret weapon is damaged and can only be used if you first roll a 4+ on a D6.
2 The turret weapon is destroyed and may not be used for the remainder of the game.
3 The gunner is killed. The turret weapon may no longer be fired, though the vehicle remains operable.
90 4-6 The turret explodes, destroying the vehicle and all models onboard. All passengers and crew must
RAM VALUE SPEED roll an Exploding Test. The turret itself is blown off, scattering 2D6" in a random direction. Any
unit struck by the turret wreckage suffers D6 Strength 9 hits with a -3 save modifier.
CREW:
If the crew is hit:
WARGEAR: Dark Lance and Night Shields - If a crew member is killed and the Raider has passengers, remove one of the passengers instead, as
- All weapons are equipped with Targeter
one of them takes over as a crew member.
TYPE: Skimmer
TRANSPORT CAPACITY: 10 models (Grotesques or bigger models cannot be transported)
R AVAGERS
The Ravager gunship is just as arrow-swift as its brother craft, the Raider. In place of a transport capacity, however, the
Ravager mounts three devastatingly powerful heavy weapons. Upon the battle�eld it ful�lls the role of armoured �re
support, engaging the heaviest of enemy targets, but comparing the Ravager to a gun-tank of the Imperium is like
comparing a swift-winged raptor to a lumbering beast of burden. Ravager gunships are so fast and maneuverable that they
can ambush an enemy tank and destroy it in a single devastating pass, disappearing again before the enemy knows what
hit them. Ravagers can be said to ful�ll the role of assassins in the war against realspace, though their assigned targets are 1-2 Grav Motor 14 14
armoured vehicles instead of �esh-and-blood individuals. Each Ravager crew will have a priority target allocated to it 3-4 Hull 14 14
that it must take down, and if it fails to do so it will face dire punishment upon its return to its parent Kabal in the
depths of Commorragh. 5-6 Turret 14 14
Open-topped: Dark Elder transports are not
fully enclosed, but expose their crews to a hostile
universe.There are many reasons for this, but the
main idea is to make embarking and 1-4 The grav engines are damaged.The vehicle may only move at Slow Speed for the remainder of the game.
disembarking easier. The grav engines are critically damaged, causing the vehicle to crash. Roll 2D6" to determine where
Models may board an open-topped vehicle
5-6
the vehicle lands. Passengers onboard must roll a Crashing Test to survive. Models under the vehicle
from all sides, not just from its sides and rear. where it crashes suffer D3 Strength 8 hits with a -4 save modifier.
In addition, add +3” to the vehicles allowed
movement before models disembarking
sustains an automatic hit.
1 The pilot is killed. If a gunner is alive, they will take over control of the vehicle, but their turret
WARGEAR: weapons may no longer be used.
Replace the Ravager’s Dark Lance with:
- Disintegrator Cannon - No additional cost 2-3 A critical rupture in the sails causes the vehicle to lose stability. Roll a D6 at the start of each
Movement Phase: 1-3: The vehicle moves in a random direction for that turn. 4+: The vehicle
The Venom can take any of the following: moves normally.
- Shock Prow +10 points The vehicle’s engines fail, sending the vehicle into an uncontrolled crash. Roll 2D6" in a random
- Aethersails +10 points 4
direction. Passengers onboard must roll a Crashing Test. Models under the vehicle where it crashes
- Scythes +5 points suffer D3 Strength 6 hits with a -2 save modifier.
- Chain-snares +30 points
- Grisly Trophies +20 points 5-6 A massive explosion consumes the vehicle. All passengers and crew onboard must roll an Exploding
Test. All models within 3" of the explosion take D6 Strength 8 hits with a -3 save modifier.
- Flickerfield +10 points
1 The turret weapon is damaged and can only be used if you first roll a 4+ on a D6.
2 The turret weapon is destroyed and may not be used for the remainder of the game.
3 The gunner is killed. The turret weapon may no longer be fired, though the vehicle remains operable.
160 4-6 The turret explodes, destroying the vehicle and all models onboard. All passengers and crew must
RAM VALUE SPEED roll an Exploding Test. The turret itself is blown off, scattering 2D6" in a random direction. Any
unit struck by the turret wreckage suffers D6 Strength 9 hits with a -3 save modifier.
CREW:
If the crew is hit:
WARGEAR: 3 Dark Lances and Night Shield - If a crew member is killed and the Raider has passengers, remove one of the passengers instead, as
- All weapons are equipped with Targeter
one of them takes over as a crew member.
TYPE: Skimmer
ARMORY OF COMMORRAGH RAZORFLAILS
Razor�ails are lightweight, twinned pair of blades composed of
VENOMBLADE
This weapon is a common sign of wealth and power amongst the
a number of interlocking blades joined by a cable. At a Drukhari aristocracy. EachVenomblade has thousands of
The Drukhari utilize all manner of weaponry, from simple yet effective blades to arcane moment's notice, these blades can be separated, turning a sword microscopic pores that continually exude a distilled cocktail of
devices that unleash the power of captive stars. Yet all of these weapons have a shared purpose into a many-bladed lash. In the hands of a skilled wielder, hypertoxins.The slightest scratch from a Venomblade is suf�cient to
these are almost impossible to parry and can be woven past
10 fell even the mightiest of foes.
– to swiftly obliterate the enemy’s defenses so that the suffering of those who survive can be almost any defense.
savored. The profiles for each item of Drukhari wargear is listed below. The Venom Blade adds +2 to any to wound rolls.
10 The Razorflails grant the wielder an additional +1 Attacks
for being equipped with two close combat weapons. At
C LOSE C OMBAT W EAPONS the start of each close combat phase, the wielder must
choose to use the Razorflails either as swords, which
USER D4 -2 D6+S POISONED , PARRY
SHOCK PROW
The shock prow is an energized ram that sends out a GRAVE LOTUS SERPENTIN
directional wave of electromagnetic force, allowing the skimmer Powerful muscle stimulants give the user enhanced strength for A suite of personally tailored artisanal stimulants improve short
FLICKERFIELDS to carve its way through infantry and even shatter the heavy 2 the duration. 2 range hand-eye coordination, re�exes, and agility in combat.
Flicker�elds are highly advanced optical force shields that hulls of enemy vehicles.
make the vehicle they are �tted to appear to �icker in and out
of reality.
10 4 Units and models under the effect of Grave Lotus add +2 10 Units and models under the effect of Serpentin add +1
10 The Shock Prow increases the Strength of the vehicles to their Strength characteristic. to their Weapon Skill characteristic.
Ram Value by +1 and adds +D6 to the Ram Damage it
The Flickerfield works just like a Refractor Shield. inflicts. In addition, models do not gain any bonuses for
diving out of the way against a vehicle with a Shock Prow.
HYPEX SPLINTERMIND
COMMON VEHICLE MODIFICATIONS A cocktail of stimulants at concentrations near lethal levels for These specialized neurotransmitter supplements provide a large
GRISLY TROPHIES
Some Drukhari vehicles are adorned with the disembodied heads most Drukhari, Hypex boosts agility and coordination, providing boost to long range perception and hand-eye coordination, and
3 users an astonishing burst of speed. reduce muscle tremors. Ranged combat is boosted signi�cantly,
of slain foes and daubed with copious amounts of enemy blood. ABLATIVE ARMOR (Ignore �rst penetrating hit) +15 2
20 The sight of the festering remains of once-proud foes instills the with the added bene�t of making the user appear calmer under
Drukhari with arrogant pride. CERAMITE ARMOR (Heat weapons, half AP) +50 4 Units and models on foot under the effect of Hypex add pressure to others.
+2 to their Move characteristic. 10
The vehicle causes Terror. NULL-SHIELD (Protection verses psychic) +35 Units and models under the effect of Splintermind add
+1 to their Ballistic Skill characteristic.
REINFORCED ARMOR (+1 AV, -1/-2/-4 speed) +10
SCYTHES (Cause hit on a hit and run attack) +5
SEARCHLIGHT (Spot hidden) +5
ARCANE SCIENCE
Arcane wargear is extremely rare. Used only by the Haemonculi and their twisted creations, such devices are so strange The Essence Crucible can be powered with Force cards HEXRIFLE…………………………...…15 POINTS
in function that to a lesser mortal them seem like the tools of a magus or sorcerer. to increase its effectiveness. For every Force card spent: The Hexri�e �res crystal cylinders containing a tiny
ARCANE: Arcane wargear is a rare and eldritch arsenal, activated only during the player’s Psychic Power Add +1 to the roll to heal each model (to a maximum sample of the Plague of Glass that af�icted the Dark City
Phase. While most ARCANE wargear functions automatically in this phase and does not require Force cards of 2+), or expand the aura’s range by 3" per card. in the 36th Millennium.While the plague itself has long
to activate, individual descriptions may provide specific exceptions. since been stopped, samples of the disease still exist in
The Essence Crucible’s power is not without cost. At phials within the laboratories of Haemonculi, to employ
Though ARCANE wargear is not inherently psychic, it can be empowered through the use of Force cards. the end of the Psychic Power Phase, the bearer suffers as a weapon against their enemies.
Each Force card spent grants a +2 Strength and +D3 Armor Penetration bonus or imposes a -1 penalty D3 Strength 3 hits, as the crucible momentarily lashes
to Nullify. Models equipped with ARCANE wargear are not considered psykers, but their eldritch tools out against its wielder to sustain itself. If a living model suffers an unsaved Wound by this
may still be Nullified as normal. All the following wargear listed here follow the rules above. weapon, roll a D6; on a 4+ the model is slain,
HAEMONCULI WINGS………..…FREE (Scourges only) regardless of how many wounds it has left. Roll once
A rich and daring Drukhari may surrender themselves to per each wound inflicted.
CASKET OF FLENSING……………………15 POINTS DARK GATE………………………...…20 POINTS the Haemonculi, requesting that their bones be hollowed
When this casket is opened and the activation words A dark gate is a runic tetrahedron that opens a portal to out by the cold metal drills of a Talos, that bands of new
spoken, invisible spirits �y outward towards the bearer’s one of the forbidden zones of the webway. Many impossible muscle be grafted onto their torso, and powerful wings and 16” | 32” +1 | +1 3 1 -2 D6+S POISONED
prey. Before long the Haemonculus’ foes �nd themselves entities make their lairs in these sealed-off fragment, and adrenaline dispensers be attached to their shoulders so
covered in dozens of circular bites that manifest in �esh an open portal is an irresistible lure. Shortly after the that they are capable of true �ight.
and armor alike, if enough of the bearer’s ethereal imps dark gate is cast into the fray, a grasping tentacle or MIRROR OF UNENDING AGONY…….….…20 POINTS
�nd their mark, they will strip their prey’s head clean of �ickering pseudopod lashes out from the gate and crushes Scourges may fly up to 20” as their sole form of The Mirror of Unending Agony is a forbidden artifact said
�esh, pull the skull free from the spine, and carry their anyone it can catch in its clammy grasp. movement, and ignore all penalties for terrain. Even to contain an eternity of torment within its re�ective
grisly trophy back to their Haemonculus master whilst the when running or charging, Scourges may still only
The Dark Gate has the following profile: surface.When activated, the mirror projects the torment of
brain inside writhes in abject horror. move up to 20” per turn. its captive souls onto the battle�eld, driving enemies mad
The Casket of Flensing automatically hit. In addition, with despair while bolstering the morale of the Drukhari.
if the casket cause one or more Wounds, the Dark At the start of its movement phase, a Scourge units Its use is both a weapon and a form of artful sadism.
Eldar army immediately gains a Shared Pain Token. 12” – D10 1 – D6+S 2” BLAST may declare that it is flying away from the battlefield.
They may take no other actions that turn, and the The Mirror of Unending Agony radiates waves of
ESSENCE CRUCIBLE……………..………25 POINTS models are removed from the table. Models may anguish, forcing its victims to confront a reflection of
The Essence Crucible is an artifact of vile ingenuity, disengage from hand-to-hand combat in this way their deepest suffering. Select an enemy unit within
12” – D6 1 -D6 D6+S SUSTAINED FIRE - 2D
crafted by the Haemonculi covens.This pulsating, alien without penalty. A unit which has left the battle in a 24" to be the target. Each model in the unit must roll
device siphons the agonized essence of nearby foes, previous turn may land back on the table anywhere it a D6 and roll under their Toughness characteristic
CRUCIBLE OF MALEDICTION………..……25 POINTS distilling their suffering into a revitalizing aura for the wishes during its next movement phase. It may not (a roll of 6 always fails). For every failed attempt to
Each Crucible appears to contain the trapped spirits of wielder’s allies.The crucible glows with an eerie light as it make any other movement that turn. Models diving resist the Mirror’s torment, you may add 1 Pain Token
psykers of many species captured and tortured by the feeds on the despair of the battle�eld, emitting into hand-to-hand combat count the +1 Weapon Skill to your Sharing the Pain Pool, further empowering the
Drukhari in their Dark City of Commorragh. Once rejuvenating waves of vitality to those deemed worthy.To bonus for charging.
released, these spirits move across the battle�eld and Dark Eldar's insidious plans.
the Drukhari, healing through such a cruel device is an
unleash a psychic cacophony that only other psykers can act of re�ned art and dominance.
sense and that can drive them insane if their psychic
defenses prove too weak to survive the assault. The Essence Crucible can be activated in the
controlling player’s Psychic Power Phase. Its effects BALEBLAST & SOULBURST (see page 31 for details)
During both player’s Psychic Power Phases, the extend to all friendly models with the Power From
bearer of the Crucible of Malediction may use
Nullify cards in the same manner as a psyker with Pain rule within 3" of the bearer. Each affected BLOODSTONE (see page 30 for details)
Mastery Level 3. In addition, if the physic power is model regains a single lost Wound on a roll of 4+
successfully Nullified, the casting psyker must (roll separately for each model). Models reduced to 0 SPIRIT SYPHON (see page 41 for details)
immediately take a Terror test. Wounds cannot be revived.
SPIRIT VORTEX (see page 41 for details)
D ARK E LDAR W ARGEAR C ARDS C OMMON W ARGEAR C ARDS
Cards which are Common do not take up a Wargear ‘slot’. Uncommon cards may be taken by as
D ARK E LDAR ONLY
many models as you wish, subject to their normal limitations. Cards marked Rare may only be
taken as many times as their listed number. However, each army may purchase that many cards-
worth. On the other hand, Unique items may only be purchased once, and only by one side.
PARASITE’S KISS……...…15 POINTS ARMOR OF MISERY………15 POINTS AUXILIARY GRENADE LAUNCHER...8 POINTS DISPLACER FIELD………..….20 POINTS
Thought to be the �nest splinter pistol ever Crafted using psycho-empathic shards of poisoned May be attached to any projectile weapon, The wearer gains an additional, unmodified
crafted, this weapon spits out crystalline darts wraithbone, this armour emanates crippling waves including close combat weapons, and may be armour saving throw of 3+ on D6. A successful
bound with psycho-vampiric circuitry. Upon of dread, causing foes to quail. fired in addition to normal shooting. Loaded save means the wearer is moved D6” in a
biting into �esh, the target’s very soul is leeched, with either Frag or Krak grenades; choose random direction. A Displacer field will not
and transferred back to the gun’s wielder. As the The wearer has a 3+ Save characteristic. In which before the start of the game. Models work against a Vortex grenade.
luckless victim withers like rotten fruit, their addition, subtract 1 from enemy’s hand-to-
killer �ushes with vigor. hand combat score against the wearer. shooting a normal weapon and the grenade
launcher in the same shooting phase take a –1 The field only activates after the attacker has
Archon Only to hit penalty for both shots. Uncommon made a successful roll to wound. In the case of a
The Parasite’s Kiss add +2 to wound roll
and each time this weapon kills an enemy model being hit by multiple shots from a squad
S AVE A RMOR
model, the bearer regains 1 lost Wound. R ANGE T O H IT S TR D AM M OD . P ENE . S PECIAL and/or sustained fire weapon, the model would
6” | 12” – | -1 – – – – AS GRENADE first take all of its saving throws together and
S AVE A RMOR then displace only once (assuming the model
R ANGE T O H IT S TR D AM M OD . P ENE . S PECIAL
6” | 12” +1 | – 4 D3 -2 1D6+4 POISONED
CAMELEOLINE………………….5 POINTS wasn’t killed and at least one saving throw was made
CLOSE COMBAT
All shots fired at a stationary model wearing by the Displacer �eld). Rare
Cameleoline are at –1 to hit in addition to other
THE HELM OF SPITE…..…35 POINTS THE NIGHTMARE DOLL..…10 POINTS modifiers. If the model hides, troops that move FRENZON…………………..….5 POINTS
The Drukhari look down upon those who use psychic Should the owner of the Nightmare Doll be
into a position to see the hiding model - or A combat drug used to induce the
witchery. Not only do they tempt the gaze of SheWho harmed in battle, his injuries are absorbed by this move within their Initiative distance - will only psychological effects of frenzy or hatred for the
Thirsts, but they also risk the wrath of AsdrubaelVect. creature. If its owner is riddled with bullets, tiny detect him rather than spot him. Uncommon rest of the game.The psychology effects are
Through necessity, the Drukhari’s psychic abilities holes appear in the thing’s writhing body whilst automatic; no Leadership test is required. Only
have atrophied, leaving them vulnerable to the its master remains whole. Should the COMBAT DRUGS………..…….25 POINTS one state may be induced at a time. A single
warpcraft of their foes.The Helm of Spite redresses Haemonculus be hit by a decapitating strike, the Model may use Combat Drugs at any time with dose of Frenzon antidote (which comes with the
this balance, shielding its wearer from harm and foe’s blade will pass through his gnarled neck immediate effects on his characteristics.The Wargear Card) will negate the effects. However,
setting up a �eld of violent psionic feedback. without leaving so much as a scratch. model speeds up (Move x 2, Initiative x 2,Attacks x repeated use of Frenzon is dangerous to the
2) and becomes stronger (Strength +1) and harder subject - every time a dose is administered after
The bearer of the Helm of Spite is complete Whenever you make an Inured to Suffering to injure (Toughness +1). At the end of each of the first, roll D6 for the model affected; on a 1
immune to the effects of psychic powers, as roll for the bearer, that wound is not lost on the models’ turns after which he has taken the the model suffers D3 wounds. Uncommon
is any unit the bearer joins. a roll of 4+ instead of 5 and 6. drugs, roll a D6; on a 5+, the model suffers 1
Haemonculus Only wound with no save possible.The effects of the IMMUNE…………………..….5 POINTS
drugs last until the model suffers a wound for The model may totally ignore the effects of the
any reason - at which point this card is following ammo types: choke, hallucinogen,
THE PHIAL BOUQUET……25 POINTS THE TRIPTYCH WHIP….…25 POINTS discarded and the model’s characteristics return rad, scare, toxin, and virus. Uncommon
Worn decoratively on the wrist or shoulder, the Created in the nascent days of Commorragh’s to normal. Combat Drugs may not be used in
Phial Bouquet contains a cocktail of artisanal arenas, the Triptych Whip is a fusion of three combination with Frenzon. Rare MEDIPACK…………….…..…10 POINTS
combat drugs that is decanted into the Succubus’ masterfully balanced agonisers. Since then it has To use this item, the user must move into base-
spinal column over the course of a battle. been borne by only a handful of Succubi, passed CONVERSION FIELD………..….10 POINTS to-base contact with the model on which you
down to one skilled enough to slay its bearer in The wearer gains an additional, unmodified want to use it. At the end of the close combat
The bearer is infused with the effects of all gladiatorial combat. armour saving throw of 4+. A successful save phase, the MediPack may be used to do one of
Drukhari Combat Drugs but can only benefit using the Field causes a blinding flash, as per the following: 1. Restore 1 Wound to a
from one at a time. At the start of your turn, The Triptych Whip adds +3 Attacks to
choose a single Combat Drug effect to hand-to-hand combat rolls. Photon Grenades; unprotected troops within a wounded but still living character. 2. Restore a
activate. The selected effect lasts until the end radius equal to the incoming weapon’s Strength model reduced to 0 Wounds on a roll of 5+.
of the round, after which it must be selected S AVE A RMOR in inches will be blinded until the beginning of 3. Restore the vision of any blinded model.
again or replaced with another. S TR D AM M OD . P ENE . S PECIAL their next turn on a 4+ on D6. Blind models 4. Cure the effects of any non-lethal gas type.
USER 1 -3 2D6+4 POISONED , cannot move or shoot and fight in hand-to-hand 5. Negate any psychological effect. Uncommon
FLAIL