I tried to gather all rules people gathered on Warseer, BolS
, Heresy Online and 40k
-Online from browsing through the Codex at GD UK
. Inaccuracies and incompleteness not avoidable. I try to update this as time allows. Here we go. Last changes coloured dark red
3 kind of armies with this book: Kabalyte, Wych Cult and Haemunculus army. But units are strong enough to make most combinations competitive as well. No point costs yet, as the Codex only had the main entry pages. But preview copies of the Codex should be instore in 2-3 weeks.
Night vision rule army wide (= acute senses?)
Strength through pain (mostly for Wych Cult units): After destroying non-vehicle unit, DE
unit gets one pain token (1+ tokens means unit gets FNP
, 2+ tokens means army gets Furious Charge, 3+ tokens means army gets fearless). Maximum is 3. Even better, characters and units combine pain tokens. So a unit with one and a character with one would both count as having 2 if they joined. And Haemonuclus and a couple of other things come with one automatically.
Combat drugs: One roll for all unit with combat drugs before the game (all get the same).
Shadow Field in, 12“ assault not.
Dark Lances are still AP2 and can only be selected for 10 strong warrior squads. Splinter rifles are poisoned strength X that always wound on a 4+, Splinter cannons can fire assault 4 or heavy 6.
3-5 new units ,no old ones dropped. New units seem to be: New Archon bodyguard, new man-sized Haemunculi construct, new beast for beastmaster, Venom transport and something else.
Splinter weaponry makes a wound in a 4+ (normal poison weapon).
Dark Matter spam is gone with a more realistic allocation of heavy/special weapons mainly based on squad size. Similarly for reavers.
Web portals are still in. Archons or Haemunculi (dieembarked!) drops it in the shooting phase. It then acts more or less like a board edge that you can bring reserves on. The WWP is indestructible once it's down...and in a change, cannot be used to bring on vehicles. Also, if you have a WWP you can always put things in reserves even if the mission doesn't allow.
Disintegrators are no longer plasma cannons, they are S5 AP2 Heavy 3.
terrorfex/horrorfex grenade launchers are out.
seem to no longer have a rule saying they are always the attackers in scenarios with an attacker and defender.
No psykers in the army except Harlequin Shadowseer (who is not a Dark Eldar)
8-9 Special characters, including all current one's except Kruellagh and not including Arhra.
No jetbike or skyboard option for non-SC HQ
, but several ID
Even more expensive but hard hitting , costing about as much as Mephiston (Dais not compulsory).
Dais is AV 13 13 13 with three Dark Lances. He seizes the initiative on a 4+.
Immune to psychic powers and passes this ability onto any unit she joins.
She allows to redeploy D3 units after deployment...including placing these units back into reserve.
4++ save, 3++ in combat. S3. Her hair counts as a shardnet + impaler. Her knives are power weapons. She doesn't use combat drugs, as she is skilled enough
With Weapon Skill 9 and four attacks which ignore armour saves, plus an extra one for each point her weapon skill is higher than her foe's, Lelith can murder entire squads.
Eternal Warrior and rules/stats similar to Phoenix Lords.
Gives out d3 free pain tokens at the start of the game, which must go to wrack or grotesque units,
also regains a wound at the start of each of his turns as his flesh re-knits itself.
He can make the small constructs troops, and he can give grotesques S6 instead of their usual S5 for 5 points each.
Kheradruakh, the Decapitator
mandrake champion, still with 4 arms.
Always starts in reserve, player can place him anywhere without a roll but at least 1" or 2" away from enemy units.
Duke Sliscus the Serpent
a corsair captain- nasty counterpart to Yriel who isn't that great a fighter but gives bonuses to the rest of your army.
Concept wise he is David Bowie in space, a really glam rocker dude.
Can confer 3+ Poisoned onto one unit's shooting attacks. Also, he is the Dark Eldar character who tore out Lukas The Trickster's heart.
Ability to give you 2 rolls on the combat drugs chart, picking the result you want.
has a skyboard
Makes Hellions troops (Hellions are not part of the Wych cult anymore but something independent)
Special skyboard gives him +2 str on the charge (so +3 with his hellglaive) but no power weapon or combat drugs.
Makes pulling enemy IC's out of units virtually guarenteed. He also shields the unit from fire very effectively if there's decent cover around.
WS7, BS7, +1 BS
, +1WS, +1A, +1LD compared to previous edition, can take Blaster (18“ range).
If he kills and enemy MC
in close combat, he doubles his Strength to 6. If he kills another one, he doubles his Strength to 10.
Can have bodyguard retinue called 'Court of the Archon' which is a retinue like an inquisitors.
The Court Of The Archon is the Archon's new bodyguard option. It is somewhat inspired by Greek mythology. Options include a retinue member which grants 2+ Poisoned to the entire retinue. This option is unbelievably cheap for what it does. Other options include Ur-Ghuls (which had FNP) and Medusae (which have an 'eye laser' ranged attack).
He can take different numbers of 4 different types of guards. ie. he can take some of one type and a few of another etc. (I would recommend keeping it down to 10 members so they can ride in the archon's pimpin' raider).
Medusae- ranged eye laser style weapon (edit: the background for these are pretty cool; they're basically brains-on-stalks that possess hosts for them to leech off their emotions)
Ur-Ghuls- furious charge, feel no pain cc monsters with i5 and 3 s4 attacks base
Lhameans- poison masters
Sslyths- 2 wound snake-like mercenaries armed with shardcarbine, splinter pistol and cc weapon (they have 4 arms). also have FnP
1-3 sslyth (these are not cheap, above double a marines cost)
so you NEED to take at least one of each
To make things a bit difficult, ruleswise it is not a retinue, as the Archon can be singled out in a cc attack.
Wych Lord (Succubus)
as archon but +1 WS, I and -1 BS, LD, sv
wargear is minimal, mainly wych weapons and other combat gear, nothing too special. comes with combat drugs as standard
The crucible of malediction: all psykers within 3d6 take a ld test or get removed from play (one use only).
Archangel of pain: all enemies within 3d6" failing a LD test get WS/I1 until end of turn (combine that with a Lelith attack ).
(quite different from Haemunculus)
(also in an elite version, upgrade names: Kabalite warrior, Synabite, Kabalite Trueborn, Dracon)
Stats as before. 9 points. Splinter Rifle rapid fire, no plasma grenades or Splinter pistols.
Dracons have lost -1WS, -1BS, and -1I but gained +1A. Sybarite are same as before with +1LD. Trueborn are same as Sybarites. Kabarite warriors are just that, warriors.
Unit Type: Infantry (5-20)
WARGEAR: Splinter Rifle, Kabalite Armour
Special Rules: Fleet, Night Vision and Power From Pain.
Fluff text says Trueborn escort their Archons to battle, so these guys can probably be HQ
Retinues. Dracons are Trueborn veterans.
(also in an elite version, upgrade names: Hekatrix, Hekatrix Bloodbride, Syren)
]Wych are same as before, Hekatrix and Bloodbrides are same as Wych Succubus with +1LD, Syrens are same as Hekatrix with +1A.
Unit Type: Infantry
Special Rules: Fleet, Night Vision, Power from Pain.
WARGEAR: Close combat weapon, combat drugs, plasma grenades, splinter pistol, wychsuit.
6+ armour save, 4+ inv
attacks. Upgrades with special close combat weapons.
Their weapon options are:
Shardnet and Impaler: -1A to enemy in combat and base contact (to a minimum of 1),
Hydra Gauntlets: +d6
attacks for 2 CCWS
rather than +1A (Yes - really!) or
Chain-of-blades weapon gives +2A, as well as re-rolls to hit and to wound.
T3, S3, WS5, 2 attacks but lose Tormentor Helm, with a 3+ save, can be upgraded with an Exarch (one option „preferred enemy“).
Have Klaives (2 handed powerweapon +1 strength). The klaive gives the unit to roll again (only one time) the 6 to wound.
Their squad leader (WS5, 3 Attacks) has a weapon that either gives him +2 S or +2 attacks (2 single handed weapons), and gives each member of the squad another attack on a roll of 6 to hit (no limit)
Have hand flamers like BA
. Can chose an IC
as preferred enemy. Klaivex has some more rules, one similar to Old One eyes but not as good as blood angels blood talons.
WARGEAR: Incubus warsuit
Klaive: 2H weapon that gives +1S
Demiklaives: Power Weapons, +2A or +2S chose each round before making attacks
Bloodstone: Template, S3 AP3 Assault 1
Special Rules: Fleet, Night Vision and Power from Pain.
Special Rules: Klavex only
Onslaught: If a Klavex is in the unit, wound roll of 6 by Klavex or Incubus allows for bonus attacks, these cannot produce more attacks.
Murderious Assault: Klavex points at an IC
and gains Preferred Enemy against that IC
, can be done every assault phase
Unit size 3-10. Have fleet.
5-10 unit strenght, have the Fleet, Infiltrate, Move Through Cover and Stealth universal special rules
, but not strength from pain rule.
They have normal cc weapons, they gain a shooting attack after they get a pain point (by killing a unit or e.g. given to them by someone else), ranged attack str4 ap4 assault 2 pinning
As in Eldar Codex. No Solitaire.
Bigger with Ogryn stats. S/T5 3W, FNP
. Don't have strength through pain rule. Urien allows them to be upgraded to S6. Shoot S4 AP4 Assault 2 fire attacks.
They take up 2 spaces in a transport (like Ogryn) they have to take a Ld test if an IC isn't accompanying them, and if they fail they inflict 2D6 attacks on nearby units before all dying.
New. "Man-sized Grotesques". FNP, can be made troops by Urien and Haemunculi
Have hit and run. A character with a special hellboard gives the unit the ability to pull ICs
out of the unit!
Deepstrike. Standard with a assault 3 18" splinter weapon and can have heat lances (18" S6 AP1 Lance, Melta). 4+ armour save, 6++ inv save
. Seem to get some kind of haywire grenade launcher They have wings meaning they are JUMPPACK not jetpack.
A unit of 5 can have 15 poisoned shots from 18" away without any upgrades.
A full unit of 10 can pack 4 shredders for 4 str6 templates, 4 splinter cannons (36" range) for a RIDICULOUS amount of poison nastiness, 4 heat lances for anti-tank, or 4 of any other special/heavy weapon you want
Beastmasters ride skyboards
and can take 3 different kinds of beasts, but each beastmaster must chose one kind, no mix..
1-5 beast masters per fast attack choice (still just one unit).
The clawed fiend is the biggest, with 4 wounds and 4 attacks, the fiend also gains an attack for every wound it suffers;
Warp Beast has one wound, but also a 4+ invulnerable save and a couple of attacks;
Some bird swarm is sort of in between - multiple wounds, 4 A and rending.
Kymerae are 0-5 per master, clawed fiends 0-1 per master
(Upgrade. Arena Champion)
Can turbo boost 36", S3, T4, 5+ save, -1 to save and -1 to strength compared to previous edition. Jetbike gives +1 to save and +1 to Toughness (included in the profile).
They can perform a "fly-by" attack on units they fly past WITHOUT getting into CC
. There were several upgrades for reaver jetbikes that inflict different numbers of S3/4/6 hits on units when doing their 'fly by' attack.
Can take Melter Blaster (S8 with Melter AND lance special rule)
Have strength through pain rule.
Blade under jetbike causes pinning test when wounding.
WARGEAR: Wychsuit, splinter pistol, close combat weapon, combat drugs.
Reaver Jetbike: +1T and 5+save, built in Splinter Rifle and 36" Turbo Boost
Bladevanes: Turbo Boost over any number of units, select one unengaged, nonvechile unit you have passed over. Each bike does D3 S4 AP
- hits. Cover Saves allowed.
Cluster caltrops: Same as above but does D6
Grav-Talon: Same as Bladevanes, D3 S4 AP
-, if target suffers 1 or more unsaved wounds it must immediately take a pinning test.
Special Rules: Night Vision, Power from Pain, Skilled Riders
Fast, skimmer, open-topped, AV
11 11 10, can fire all three dark lances at cruising speed
In a standard and lighter version. Both similar size, no model in the near future. Lighter version is called Cronos or Parasite (?). When the Cronos kills a model with one of its weapons, it generates a pain token up to one per weapon per turn. You may chose to with nearby unit it goes.
Seem to be Skimmer, not flyers as previously said
.They have aerial assault rules that mean they can move and fire all their weapons, they can also take a range of missiles. One of them: Implosion missiles, small blast, all models touched by it take a characteristics test on their wounds and if they fail it they instantly die. They can purchase up to four missiles of any of the following types and may be a mix of them. There are neurotoxin ones, imploding ones, soul stealing ones or something, and good old fashioned explosives.
Seem to be Skimmer, not flyers as previously said
. It is AV 11/11/10, movement 36"
with duel strength 9 Ap
2 dark lances, can move 36 inches, fire all weapons when moving 12, can drop a strength 8 bomb along its flight path. Costs as much as Rhino plus Ravager.
They have aerial assault rules that mean they can move and fire all their weapons, they can also take a range of missiles, range 48"
. One of them: Implosion missiles, small blast, all models touched by it take a characteristics test on their wounds and if they fail it they instantly die. They can purchase up to four missiles of any of the following types and may be a mix of them. There are neurotoxin ones, imploding ones, soul stealing ones or something, and good old fashioned explosives.
options, 2 old, 3 new
2 new units in Heavy Support:
No vehicle above AV
11 (except Vect's Dais)
Fast, skimmer, open-topped, AV
10 10 10
More expensive by 5 points, many upgrades, a.o. +2D6
movement and 5+ Invulnerability save
has a Dark Lance
Artwork has DE
riding it and harlies dont have it as a option. Has a TL splinter rifle and can upgrade to a splinter cannon
Formerly in Harlequin list (capacity 5