BY THOMAS RYAN
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DARK ELDAR LORD
MP:12 CC: 7 RC: 7 PW: 4 BD: 5 BRN: 7 GT: 8 LF: 3 AR:3 SZ:M
Point Value:70
Availibility: 1 per force
Structure: individual (may have retinue)
Abilities: fleet of foot (+ 3 mp if unit only moves)
Equipment:splinter rifle, mesh armour, splinter pistol
Options:may take a retinue of 5-10 Incubi and/or warriors

INCUBI
MP:10 CC:6 RC:5 PW:3 BD:4 BRN:6 GT:6 LF:1 AR:5 SZ:M
Point Value:32
Availibility: 1 per lord
Structure: 5-10
Abilities: may not use fleet of foot
Equipment: punisher blades, heavy armour, splinter pistol (mounted in helm)
Options: up to 2 models may be armed with a shredder (+25pts) or a blaster (+30pts). If the unit is 10 models or less it may be mounted in a raider (+140 pts)
PUNISHER BLADE (MPC:6 POW:+3 AM: no test)

HAEMONCULUS
MP:10 CC:4 RC:4 PW:3 BD:4 BRN:6 GT:7 LF:2 AR:3 SZ:M
Point Value:30
Availibility:may have up to 3
Structure: individual
Abilities:fleet of foot
Equipment:splinter pistol, mesh armour
Options: may replace splinter pistol with a destructor (+15), or a stinger (+20), may add scissor hands (+5)
SCISSOR HANDS (MPC:6 POW:+2 AM:-3)

SYBARITE
MP:+0 CC:+1 RC:+1 PW:+0 BD: +0 BRN:+0 GT:+1 LF:+1 AR:+0 SZ:M
Point Value:+10
Availibility: ugrade
Structure: max 1 per unit
Abilities:fleet of foot
Equipment: as unit

DARK ELDAR WARRIORS
MP: 10 CC:5 RC: 5 PW: 3 BD: 4 BRN:6 GT: 6 LF:1 AR3: SZ:M
Point Value:22
Availibility: unlimited
Structure: 5-20
Abilities: fleet of foot
Equipment: splinter rifle, mesh armour
Options: up to 2 models may be armed with a shredder (+25pts) or a blaster (+30pts). Up to 2 may be armed with a dark lance (+55) or splinter cannon (+40). One warrior may be upgraded to a sybarite for 10 points. If the unit is 10 models or less it may be mounted in a raider (+140 pts)

WYCHES
MP: 10 CC: 5 RC:5 PW: 3 BD:4 BRN:6 GT:6 LF: 1 AR: 2 SZ:M
Point Value: 25
Availibility: 1 per warrior squad
Structure: 5-20
Abilities: fleet of foot, combat drugs
Equipment: splinter pistol, gladiator armour, close combat weapons
Options:up to 2 models may be armed with a shredder (+25pts) or a blaster (+30pts). All models may have plasma grenades (+3) or haywire grenades (+5). One may be armed with hydraknives, one may be armed with razorsnare and Falchion, and one may be armed with a shardnet and impaler, all at no cost (replace pistol and cc weapon). One model may be upgraded to succubus (treat like sybarite) for +10 pts.
COMBAT DRUGS: role at the beggining of the game to determine the effect that the drugs will have:
        1: +1d10 MP for movement only
        2-3: +1 CC
        4-5: +1 POW
        6:+ 1 BOD
        7: reroll one CC miss per turn
        8:reroll one failed GUTS check per turn
        9: double charge bonus
        0:may frenzy once per game
WYCH WEAPONS
SHARDNET AND IMPALER: Impaler gives model +1 CC when defending and negates cover when attacking; Shardnet gives opponent -1CC (MPC:6 POW: +2 AM:-2)
HYDRAKNIVES: attacks ALL units within 1" (use 1" blast template) ( MPC:6 POW:+2 AM:-1)
RAZORSNARE AND FALCHION: may target any model with 2"; target must make knockdown test or be "dragged" into contact with attacker. (MPC:5 POW:+! AM:-2)

MANDRAKES
MP:10 CC:5 RC:5 PW:3 BD:4 BRN: 6 GT:6 LF: 1 AR: 0 SZ:M
Point Value:28
Availibility: 1 per force
Structure:5-10
Abilities:fleet of foot, shadow skinned (opponents -1 RC vs. Mandrakes), advanced deployment
Equipment: splinter pistol, cc weapon
Options: 1 may be armed with a shredder (+25) or a blaster (+30pts),All models may have plasma grenades (+3) or haywire grenades (+5). All models may take "Melt out of the Shadows" (+10pts ).
Melt out of the Shadows: the models are not placed on the table at the beggining of the game, instead the controlling player may elect to have the unit appear anywhere on the board during their activation. The mandrakes must be placed within 3" of a terrain feature and only have 5 MP to spend that turn.

GROTESEQUES
MP:10 CC:5 RC:0 PW:5 BD:3/6* BRN:2 GT:5 LF2: AR: 0 SZ:M
Point Value:30
Availibility:1 unit per Haemonculus
Structure: 5-10
Abilities undead toughness (BOD 6 vs. All ranged attacks, BOD 3 vs. CC attacks):
Equipment: claws (MPC:4 POW:+2 AM:-2)
Options: may be mounted in a raider if with Independent character (+130pts)

SCOURGES
MP: 10 CC: 5 RC: 5 PW: 3 BD: 4 BRN:6 GT: 6 LF: 1 AR:3 SZ:M
Point Value:35
Availibility: 1 unit for every 2 warrior squads
Structure: 5-10
Abilities: fleet of foot, wings
Equipment: splinter rifle, mesh armour, wings
Options:up to 2 models may be armed with a shredder (+25pts) or a blaster (+30pts). Up to 2 may be armed with a dark lance (+55) or splinter cannon (+40). One model may be upgraded to a sybarite for 10 points. All models may take "death from above" (+10pts)
WINGS: allows scourges to fly over terrain up to 6", "death from above": treat exactly like paratrooper ability (see union book)

HELLIONS
MP:10 CC:5 RC:6 PW:3 BD:4 BRN:6 GT: 6 LF:1 AR:2 SZ:
Point Value: 35
Availibility: one per wych squad
Structure: 3-5
Abilities:fleet of foot,
Equipment: hellion skyboard, hellglaive
Options:
HELLGLAIVE: treat as a splinter rifle, and a CC weapon with these stats: (MPC:5 POW: +2 AM:-2)
HELLION SKYBOARD: allows unit to fly over 3" terrain and doubles charge bonus

VEHICLES:

REAVER JETBIKES
MP: 20 CC:5 RC:5 TC:2 PW:4 BD:5 BRN:6 LF:1 AR:4
Point Value:55
Availibility: 1 for every warrior squads
Structure:3-5
Abilities: charge bonus, turbo boost
Equipment: splinter rifle (bike mounted), mesh armour, splinter pistol
Options:up to 2 models may be armed with a shredder (+25pts) or a blaster (+30pts).One model may be upgraded to succubus (treat like sybarite) for +10 pts.
TURBO BOOST: MPC:5 gives 5" +1d10" if unit comes into contact with another unit jetbike gets free attack (POW+2, AM-2). after turbo boost all the units MP are spent

RAIDER
MP:20 CC:0 RC:5 TC:2 POW:7 BOD:6 LIF:3 AR:5(2)
Type: Medium Flyer Transport(10)
Point Value: 130
Availability: 1 per squad, as noted in unit options
Abilities: Transport (10), Flyer:Vertical take-off and landing capability enables the Skychariot to clear terrain up to 12 inches tall. It must move around any terrain feature over 12 inches in height.
Equipment: Splinter Cannon .
Options: Replace Splinter Cannon with Disintigrator (+20 pts),

RAVAGER
MP:20 CC:0 RC:5 TC:2 POW:7 BOD:6 LIF:3 AR:6(2)
Type: Medium Flyer
Point Value: 200
Availability:1 for every full 500 pts.
Equipment: 3 X splinter cannon
options: replace any splinter cannon with a Disintigrator (+20pts),

ARMOURY

ARMOUR
Mesh Armour: gives models AR:3
Gladiator Armour: gives models AR:2 (wych only)
Heavy Armour: gives model AR:5, but removes fleet of foot
RANGED WEAPONS
BLASTER: MPC: 5 UPT:1 POW:7 AM:no test RANGE S 10 +2 M 15 +1 L 20 - 1 MODE:1" blast
DARK LANCE MPC: 8 UPT: 1 POW: 7 AM: no test RANGE S 15 +1 M 30 +0 L 45 -1 MODE: 1" blast
DESTRUCTOR MPC:4 UPT:1 POW:4 AM: -1d10 RANGE S N/A M N/A L N/A MODE: template
DISINTIGRATOR MPC:VEH UPT:1 POW:7 AM:-4 RANGE S 15 +2 M 30 +0 L 45 -2 MODE: 1" blast
SHREDDER MPC:6 UPT:1 POW: 7 AM:-4 RANGE S 5 +2 M 10 +1 L 15 +0 MODE: 2" blast
SPLINTER CANNON MPC: UPT:1 POW 4: AM:-1 RANGE S 20 M 30 L 50 MODE: autofire
SPLINTER PISTOL MPC: 3 UPT: 2 POW: 4 AM:-1 RANGE S 6 +1 M 12 +0 L N/A MODE: point blank
SPLINTER RIFLE MPC: 4 UPT: 1 POW:4 AM:-1 RANGE S 10 +1 M 20 +0 L 30 -1 MODE: autofire
STINGER MPC:4 UPT:1 POW:BOD+1 AM:+1 RANGE S 6 +1 M 12 +0 L N/A MODE:SPECIAL: when a model takes a wound from the stinger it explodes with POW equal to its BOD and an AM equal to its AR. Small and medium models use the 1" template and large models use the 2" template. If the model has remaining wounds it may take a BOD test to ignore the SPECIAL effects of the stinger.
TERRORFEX MPC: 4 UPT:2 POW:* AM:* RANGE S 10 +1 M 20 +0 L 30 -1 MODE:indirect, 2"blast, *instead of a wound the effected model must make an immediate GUTS check at -1.
CLOSE COMBAT WEAPONS
CLOSE COMBAT WEAPON MPC:3 UPT: POW: +1 AM:-1 RANGE S / M / L / MODE: charge bonus
OTHER WEAPONS
PLASMA GRENADES MPC: 5 UPT: 1 POW: 6 AM:-1 RANGE S 5 +1 M 10 +0 L N/A MODE: indirect, 2"blast
HAYWIRE GRENADES MPC: 5 UPT: 1 POW: * AM:-2 RANGE S 5 +1 M 10 +0 L N/A MODE: indirect, 2"blast *ANTI-VEHICLE WEAPON:if a vehicle is hit and damaged by a haywire grenade roll on the vehicle damage table at +1.

CAMPAIGN ABILITIES:
ASSASSINATION: treat exactly like the neo-soviet ability.
SLAVE CAMP: allows grotesques to be bought like any elite squad and reduces their cost to 25 pts a model.
RAIDING BASE: allows Dark Eldar to use the union fall back rule.

AUTHOR NOTES: I have over 100 Dark Eldar minis, sitting doing nothing because A) they suck in 40K and B) I don't enjoy 40k anymore. I decided to make this list for VOR because it allows me to make the Dark Eldar a FUN, GOOD force to use. It has always been my opinion that they should be quick and very good in close combat (esp. The wyches). This is very much an unfinished list, it still has problems (mainly with point values) and I have not finished all the abilities I want to give the units. I have not included special characters because I want to create unique characters to represent the force that was sucked into the VOR. I have also not put a CP cost to the campaign abilities yet. Please feel free to use/abuse this list. Let me know your thoughts. I can be contacted by email at tpryan.

legal stuff: I am not attempting to infringe on any GW legal mombo jumbo etc. blah blah blah.

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