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Made in gb
Ichor-Dripping Talos Monstrosity






I've got an Apoc game this coming wednesday, and what with the frankly abysmal number of DE formations around I 'updated' a couple of old ones, and made a new one.

Comments welcome - balance is the key remember folks!

Dark Eldar Ravager Shadow Hunters Squadron
Spoiler:

100pts + Models.
Formation:
3+ Ravagers equipped with Night Shields and Flickerfields.
One Ravager is marked as the Squadron Leader.
Special Rules:
The Dark Eldar Ravager Shadow Hunters Squadron is a Vehicle Squadron and follows all the rules for squadrons as found in the
Warhammer 40,000 Rulebook.

Shadow Dancing:
Whilst the Squadron Leader is still mobile, any Ravager in the pack (including the lead Ravager itself) benefits from +1 to their
flickerfield save and may ignore 'Crew Shaken' results on the damage tables. They may also ignore each 'Immobilised' result on a roll of 4+.

Shadow Beam:
The lead ravager has a shadow beam in addition to its other armaments.
The Shadow Beam is a weapon with the following profile.
Shadow Beam Range: 36" Str: 1 AP: - Type: Heavy 1
If the beam hits a target, any subsequent hits inflicted on the same target by any Ravager in the pack within 6" of the lead Ravager (including the lead
Ravagers other weapons) ignore the effects of all Void Shields, Power Shields and Eldar Titan Holo-fields for the remainder of the turn.


Dark Eldar Karnival of Pain
Spoiler:

75pts + Models.
Formation:
Urien Rakarth, Master Haemonculus
2+ Haemonculi
3+ units of Grotesques
Special Rules:
Strike Force:
All units in the Karnival of Pain must deploy within 6" of the Urien Rakarth.
If entering play from strategic reserve, they must enter the table from within 6" of the point entered by Urien Rakarth.

Narcotic Rage:
All units of Grotesques in the Karnival of Suffering fight under the influence of Combat Drugs - make one roll for the entire formation at the start of the game
In addition, roll on the Combat Drugs table at the start of each Dark Eldar Movement phase - the effect is bestowed on all units from the strike force
within 6" of Rakarth and lasts for the remainder of the turn. Note that effects of this roll are cumulative with are cumulative with the permanent effect rolled
for at the start of the game.


Dark Eldar Tide of Flesh
Spoiler:

50pts + Models.
Formation:
1 Haemonculi Ancient
2+ Haemonculi
3+ units of Wracks
0+ units of Grotesques
Options:
All models in the formation may take Haywire Grenades for +2 pts per model.
Special Rules:
Strike Force:
All units in the Tide of Flesh must deploy within 6" of the Haemonculi Ancient.
If entering play from strategic reserve, they must enter the table from within 6" of the point entered by Haemonculi Ancient.

Corrosive Shot:
Whenever a model in the Tide of Flesh with a Liquifier Gun fires on a vehicle, before rolling for penetration roll 1 D6.
On a roll of 4+ permanently reduce the armour value of that vehicles facing by 1.


   
 
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