Dark Eldar Army Kabal of the Shadow Stealers

Unit Name ## WS BS St To Wo In At Ld Armor Cost
Archon Umbrakar 1 6 6 3 3 3 7 3/4 9 5/2(I)+ 409
Independent Character. Fleet of Foot.
Power Weapon
Splinter Pistol
  Shadow Field 2+ invulnerable save. If save is failed, field is destroyed. [25]
  Incubi Retinue 8 5 4 3/4* 3 1 5 1/2* 8 3+ [308]
If the Retinue is made up of Warriors, it can use the Fleet of foot rules.
Torm. Hl. & Punisher (x7)
Shredder (x1)
    Incubi Master 1 5 4 3/4 3 1 6 2/3 9 3+ [43]
Torm. Hl. & Punisher
    Raider 1 - 4 - - - - - - 10/10/10 [55]
Skimmer, Fast, Open-topped.
Dark Lance (x1)
Dracon Ghuwlumbra 1 5 5 3 3 2 6 2/3 9 5+ 51
Independent Character. Fleet of Foot.
Power Weapon
Splinter Pistol
Haemonculus Numegra 1 4 4 3 4 2 4 2 8 5+ 40
Independent Characters. Fleet of Foot.
Destructor
Grotesques 3 4 - 4 3 2 3 2 5 - 45
The Grotesques may only take a Raider if they are accompanied by an Independent Character. Stupid - must pass Ld test to move in movement phase unless accompanied by an independant character. Feel no pain: Immune to shooting from S<6 weapons. Opponents beaten in combat automatically fall back.
Wyches 7 4 4 3 3 1 6 1/2* 8 6+ 173
Combat drugs: Roll at start of battle: 1- 12" assault, 3d6" pursue / fall back, 2- +1WS, 3: +1S, 4: Always strikes first, 5: Re-roll CC misses, 6: +1A. Fleet of Foot.
Splinter P. & CCW (x5)
Shredder (x1)
Shardnet & Impaler (x1)
  Warp Beasts 5 4 - 4 3 1 5 3 3 6+ [75]
Assault 12" (double highest dice roll through difficult terrain). Flee and pursue 3d6". Fleet of Foot. If the Beastmaster is slain and the pack fall back, they are removed from play. If the Beastmaster is slain, the pack will move toward and assault the nearest unit, friend or foe.
    Beastmaster 1 4 4 3 3 1 6 1/2 8 6+ [15]
Agoniser
Splinter Pistol
  Succubus 1 4 4 3 3 1 6 2/3 8 6+ [18]
Splinter P. & CCW
Raider Squad 9 4 4 3 3 1 5 1 8 5+ 161
Fleet of foot.
Splinter Rifle (x8)
Dark Lance (x1)
Shredder (x1)
  Sybarite 1 4 4 3 3 1 5 2 8 5+ [14]
Splinter Rifle
  Raider 1 - 4 - - - - - - 10/10/10 [55]
Skimmer, Fast, Open-topped.
Warriors 14 4 4 3 3 1 5 1 8 5+ 146
Fleet of foot.
Splinter Rifle (x13)
Dark Lance (x1)
Shredder (x1)
  Sybarite 1 4 4 3 3 1 5 2 8 5+ [14]
Splinter Rifle
Warriors 19 4 4 3 3 1 5 1 8 5+ 186
Fleet of foot.
Splinter Rifle (x18)
Splinter Cannon (x1)
Shredder (x1)
  Sybarite 1 4 4 3 3 1 5 2 8 5+ [14]
Splinter Rifle
Hellions 5 4 4 3 3 1 6 1 8 5+ 112
Combat drugs: Roll at start of battle: 1- Ignore fall back results, always sweeping advance, never consolidate, 2- +1WS, 3: +1S, 4: Always strikes first, 5: Re-roll CC misses, 6: +1A. If model starts or ends in difficult terrain, roll a D6- on a 6 it crashes and is removed. Flee & pursue 3d6".
Hellglaive (x4)
  Succubus 1 4 4 3 3 1 6 2 8 5+ [32]
Hellglaive
    Hellion Skyboard Move 12" ignoring terrain. +1 Armour save. If model starts or ends in difficult terrain, roll a D6- on a 6 it crashes and is removed. Flee & pursue 3d6". [0]
Reaver Jetbikes 4 4 4 4 4 1 6 1 8 4+ 145
Combat drugs: Roll at start of battle: 1- Ignore fall back results, always sweeping advance, never consolidate, 2- +1WS, 3: +1S, 4: Always strikes first, 5: Re-roll CC misses, 6: +1A. Move 12". Alternatively, move 24"- save becomes Invulnerable, no shooting. Splinter Rifle / Special Weapons are Bike Mounted.
Splinter Pistol
Splinter Rifle (x2)
Blaster (x1)
Shredder (x1)
Scourges 5 4 4 3 3 1 5 1 8 5+ 130
Move 12". Can always deep strike, even if not allowed by the scenario. If model starts or ends in difficult terrain, roll a D6- on a 6 it crashes and is removed. Flee & pursue 3d6".
Splinter Rifle (x3)
Dark Lance (x2)
Talos 1 5 3 7 7 3 4 D6 - 3+ 100
Fearless- never falls back, cannot be pinned. Moves over difficult terrain without penalty, but if it starts or finishes it's move in difficult terrain it takes a wound (no save) on a roll of 1.
Ravager 1 - 4 - - - - - - 11/11/10 115
Skimmer, Fast, Open-topped.
Dark Lance (x1)
Disintegrator (x2)
Mandrakes 7 4 4 3 3 1 5 1/2 8 5+ 105
Always in cover. Special deployement: At the start of battle, deploy 3 mandrake models anywhere you're allowed to. The real squad can be revealed at the start of any phase in your turn- until then, it may not be shot, assaulted, etc. The models can move 6" every turn, and do not block line of sight, etc. Once revealed, deploy the rest of the squad within 4" a model of your choice. Remove the other two. Fleet of Foot.
Splinter P. & CCW
Option Footnotes:
  Close Combat Weapon +1A if used with another Pistol or Close Combat Weapon.
  Impaler Always strike first in the first round of combat.
  Punisher +1S. No armour save in close combat.
  Shardnet Opponents are at -1 to hit.
  Shredder 12"R, S6, Assault 1 Blast.
  Splinter Pistol 12"R, S3, AP5, Pistol.
  Tormentor Helm 12" R, S3, AP5, Pistol. Head mounted (!).
  Agoniser Wounds on 4+. No armour save. Vehicles hit glance on a 6.
  Destructor Template, S4, AP(D6), Assault 1.
  Power Weapon No armour save in close combat.
Total Army Cost: 1918 Pts.
Notes:
Models in Army: 101