Well, I've found my old Dark Eldar list... it's presented below:
DE 1.0 THE DARK ELDAR ?Fetch me another plaything; this one appears to be broken? - Urien Rakarth, master Haemonculus DE 1.1 DARK ELDAR SPECIAL RULES The following special rules apply to all Dark Eldar armies DE 1.1.1 Strategy Rating Dark Eldar armies have a Strategy Rating of 5. Note that this is more due to their innate skill at lightning raids and shock assaults, than any conventional strategic thinking. DE 1.1.2 Initiative Rating Dark Eldar formations have an Initiative value of 1+. DE 1.1.3 Hit and Run tactics Like their Craftworld Kin, the Dark Eldar are elusive and agile, able to quickly evade the grasp of their foes after striking deep into their lines. This special ability is reflected by the following special rules, which apply to all formations in a Dark Eldar army. Dark Eldar formations that take advance or double actions may choose to shoot either before or after each move. However, they may still only shoot once during the action. For example, a Dark Eldar formation taking an advance action could shoot and then move or move and then shoot, while a formation taking a double action could shoot and move twice, move twice and then shoot, or move then shoot and then move again. In addition, Dark Eldar formations that win an assault are allowed to move any distance up to their speed value when they advance, rather than being limited to a move of 5cms as would normally be the case. Note that although this is called an ?advance?, the move can (and probably will!) be used to move away from enemy units. DE 1.1.4 Terror As well as physical warfare, the Dark Eldar take particular pleasure in Psychological warfare, striking terror into the hearts of their enemies, making them easy prey to the guns and blades of these piratical raiders. Some units are noted as being Terrifying. Each Terrifying unit in an assault causes an extra kill after combat resolution, as units are pinned in place and hunted down. For example, if a formation with 4 Terrifying units won an assault by 2, then 6 kills would be caused ? 2 from the combat, and one for each of the four Terrifying units. DE 1.1.5 Dark Eldar Technology Again, like their Craftworld Kin, the Dark Eldar possess a grasp of technology far beyond that of Mankind. This confers upon them the following special rules: DE 1.1.5.1 Lance Weapons like the Darklance fire a concentrated beam of energy, capable of cutting through the thickest armour with ease. Units with Reinforced Armour may not re-roll their armour save if hit by a Lance weapon. DE 1.1.5.1 Webway Gates Webway portals are used by all Eldar to safely travel through the Warp. Each webway portal included in the army allows the Eldar player to pick up to three other formations, and keep them in reserve. Any formation?s that are kept in reserve may enter play via the Webway Portal, by taking an action that allows them to make a move, and then measuring their first move from the position that a webway portal occupies on the tabletop. Note that the formation may appear through any portal, not just the one that was ?used? to allow the formation to be kept off-board. No more than one formation may travel through each webway portal each turn. The Dark Eldar specifically use smaller, portable Webway Gates which can accomodate only Infantry and Light vehicles. As their raiding parties consist entirely of such units, this is not normally a problem. DE 1.2 DARK ELDAR KABALS DE 1.2.1 Dark Eldar Kabal units
DARK ELDAR ARCHON OR DREAD ARCHON Type Speed Armour Close Combat Firefight Character na na na na Weapons: Agoniser Weapon Range Firepower Agoniser (base contact) Assault Weapon, macro-weapon, Extra Attack (+1) Notes: Invulnerable Save, Leader, Commander, Terrifying, Webway Gate. An Archon upgraded to a Dread Archon has the Supreme Commander ability.
DARK ELDAR DRACON Type Speed Armour Close Combat Firefight Character na na na na Weapons: Agoniser Weapon Range Firepower Agoniser (base contact) Assault Weapon, macro-weapon, Extra Attack (+1) Notes: Invulnerable Save, Leader, Terrifying, Webway Gate.
DARK ELDAR WARRIORS Type Speed Armour Close Combat Firefight Infantry 15cm none 5+ 5+ Weapons: Splinter Rifles, 1 Dark Lance or 1 Splinter Cannon Weapon Range Firepower Splinter Rifles (15cm) Smallarms, Assault Weapons Dark Lance 30cm AT4+, Lance Splinter Cannon 30cm 2xAP5+ Notes: Declare, before the game, which warriors units have Dark Lances and which have Splinter Cannons.
RAIDER Type Speed Armour Close Combat Firefight Light Vehicle 35cm 4+ 5+ 6+ Weapons: Disintegrator, Slave Snares Weapon Range Firepower Slave Snares (base contact) Assault Weapons Disintegrator 30cm AP5+/AT5+ Notes: Skimmer, Transport (May carry any two of the following units: Dark Eldar Warriors, Haemonculus Coven, Incubi, Wyches, Grotesques)
RAVAGER Type Speed Armour Close Combat Firefight Light Vehicle 35cm 4+ 5+ 6+ Weapons: Disintegrator, 2 Dark Lances, Slave Snares Weapon Range Firepower Slave Snares (base contact) Assault Weapons Dark Lance 30cm AT4+, Lance Disintegrator 30cm AP5+/AT5+ Notes: Skimmer
HAEMONCULUS COVEN Type Speed Armour Close Combat Firefight Infantry 15cm 5+ 4+ 5+ Weapons: Destructor, Scissorhands Weapon Range Firepower Scissorhands (base contact) Assault Weapons, Extra Attacks (+2) Destructor (15cm) Small Arms, Ignore Cover Notes: Terrifying, Invulnerable Save
GROTESQUES Type Speed Armour Close Combat Firefight Infantry 15cm 5+ 5+ - Weapons: Claws and Blades Weapon Range Firepower Claws and Blades (base contact) Assault Weapons Notes: Terrifying, Reinforced Armour, Fearless
TALOS Type Speed Armour Close Combat Firefight Armoured Vehicle 15cm 4+ 4+ 5+ Weapons: Vicious Claws, Talos Sting Weapon Range Firepower Vicious Claws (base contact) Assault Weapons, macro-weapon, Extra Attacks (D3) Talos Sting 30cm D3xAP5+ Notes: Terrifying, Walker, Fearless
INCUBI Type Speed Armour Close Combat Firefight Infantry 15cm 4+ 3+ 6+ Weapons: Punishers, Tormentor Helms Weapon Range Firepower Punishers (base contact) Assault Weapons, macro-weapon, Extra Attacks (+1) Tormentor Helms (15cm) Small Arms Notes: Retinue ? character upgrades must be added to Incubi units in preference to any other unit in the same formation.
MANDRAKES Type Speed Armour Close Combat Firefight Infantry 15cm 6+ 4+ 6+ Weapons: Splinter Pistols, Vicious Blades Weapon Range Firepower Vicious Blades (base contact) Assault Weapons, First Strike Splinter Pistols (15cm) Small Arms, First Strike Notes: Scouts, Infiltrators, Teleport
SCOURGES Type Speed Armour Close Combat Firefight Infantry 25cm None 6+ 4+ Weapons: 1 Splinter Cannon, 1 Dark Lance Weapon Range Firepower Dark Lance 30cm AT4+, Lance Splinter Cannon 30cm 2xAP5+ Notes: Jump Pack
RAVEN INTECEPTOR Type Speed Armour Close Combat Firefight Aircraft Fighter 6+ na na Weapons: Twinlinked Darklance (FxF), Splinter Cannon (FxF) Weapon Range Firepower Twinlinked Darklance 30cm AT3+/AA4+, Lance Splinter Cannon 30cm 2xAP5+/AA5+ Notes: None
RAZORWING BOMBER Type Speed Armour Close Combat Firefight Aircraft Fighter-Bomber 6+ na na Weapons: Twinlinked Darklance (FxF), Twinlinked Splinter Cannon (FxF), Terrorfex (FxF) Weapon Range Firepower Twinlinked Darklance 30cm AP3+, Lance Twinlinked Splinter Cannon 30cm 2xAP4+/AA5+ Terrorfex - Adds the Disrupt special rule to the unit's weapons Notes: None
'TORTURE'-CLASS CRUISER Type Speed Armour Close Combat Firefight Spacecraft na na na na Weapons: 1 Orbital Bombardment, 1 Pinpoint Attack Weapon Range Firepower Orbital Bombardment na 6BPs, macroweapon Pinpoint Attack 30cm D3xMW2+, Titan Killer (1) Notes: Spacecraft
DE 1.3 DARK ELDAR WYCH CULTS DE 1.3.1 Dark Eldar Wych Cult units WYCH ARCHITE Type Speed Armour Close Combat Firefight Character na na na na Weapons: Wych Weapons Weapon Range Firepower Wych Weapons (Base Contact) Assault Weapon, Macro-weapon, Extra Attacks (+1), First Strike Notes: Character, Invulnerable Save, Leader, Commander, Webway Gate.
WYCH DRACHITE Type Speed Armour Close Combat Firefight Character na na na na Weapons: Wych Weapons Weapon Range Firepower Wych Weapons (Base Contact) Assault Weapon, Macro-weapon, Extra Attacks (+1), First Strike Notes: Character, Invulnerable Save, Leader, Webway Gate.
WYCHES Type Speed Armour Close Combat Firefight Infantry 15cm None 4+ 6+ Weapons: Wych Weapons, Combat Drugs, 1 Shredder Weapon Range Firepower Wych Weapons (Base Contact) Assault Weapon, First Strike Combat Drugs (Base Contact) Assault Weapon, Extra Attacks (+1) Shredder 15cm AP5+/AT6+ Notes: None
REAVER JETBIKES Type Speed Armour Close Combat Firefight Infantry 40cm 5+ 4+ 5+ Weapons: Combat Drugs, 1 Shredder Weapon Range Firepower Combat Drugs (Base Contact) Assault Weapon, Extra Attacks (+1) Shredder 15cm AP5+/AT6+ Notes: Mounted, Invulnerable Save
HELLIONS Type Speed Armour Close Combat Firefight Infantry 25cm 6+ 4+ 6+ Weapons: Hellglaives Weapon Range Firepower Hellglaives (Base Contact) Assault Weapon, Small Arms, First Strike Notes: Mounted, Infiltrators, Terrifying
DE 2.0 KABAL OF THE BLACK HEART DARK ELDAR ARMY LIST DE 2.1 Using The Army List The following army list allows you to field a Dark Eldar army based on Asdrubael Vect's Kabal of the Black Heart. It can also be used as a ?stand in? army list for other Dark Eldar Kabals, which are far too numerous to note here. Dark Eldar are organised into formations called Hosts. Each Host is made up of four or more units, and may also include a number of extra units called upgrades. The hosts that may be taken are shown on the chart below. The chart also shows what units comprise the host, what upgrades are allowed, and its points cost. For example, a Raider Host consists of 1 Dracon character upgrade, 5 Warriors with Dark Lances, 5 Warriors with Splinter Cannons, and 5 Raiders, and can take a Dark Eldar Lord, Ravagers, Reapers, and/or Incubi as additional units. Each upgrade that is taken adds to the cost of the host, as shown on the upgrade chart. The upgrade chart also lists the units that make up the upgrade. Note that these will sometimes replace units in the host they are taken for, and sometimes take the form of additional units for the host. Each upgrade may be taken once per formation. A maximum of four upgrades may be taken for each formation. In addition, for each Black Heart host allows you to take a single Cult of Strife Wych host. Kabal of the Black Heart armies may be supported by Black Heart Aircraft. Up to a third of the points available to the army may be spent on these formations. DE 2.1.1 Raiding Parties The Dark Eldar do not take to battle in a manner like any other species ? while even the Craftworld Eldar muster great Hosts of warriors to do battle with thier foes, the Dark Kin choose to strike quickly and brutally into the heart of thier enemy, with small, carefully chosen raiding forces, each party striking and vanishing into the darkness. For this reason, Dark Eldar armies follow a series of modified rules, as described below. Before the game, nominate a single objective in your half of the board to be the Webway Gate. Then, count out the number of formations in your force, excluding Aerospace units. Half or more of these, rounding down, must be held in reserve during the battle. Any remaining formations deploy as per the standard scenario rules. During the game, any formation which becomes broken is removed from play during that turn's End Phase ? they are assumed to flee at full speed away from thier foes, or to activate portable webway gates, or otherwise disengage from the fighting. Regardless, they are placed amongst the reserves, and rally immediately. Then, at the beginning of the next turn, you may deploy any formation from your reserves. Formations deployed from reserve must be deployed through a Webway gate. Note that, in this way, formations are constantly being cycled, with reserve formations replacing ones that've encountered resistance. There is no limit to the number of times a formation may reappear in this fashion, although units that have been killed do not return. DE 2.2 Kabal of the Black Heart Army List DE 2.2.1 Dark Eldar Kabal Hosts
1+ Warrior Host - 225 pts Units: One Dracon character upgrade, 5 Dark Eldar Warriors units with Dark Lances, 5 Dark Eldar Warriors units with Splinter Cannons Upgrades: Dark Eldar Lord, Raiders, Ravagers, Incubi
Haemonculus Dreadhost - 350 pts Units: 1 Haemonculus Coven unit, 2 Dark Eldar Warriors units with Splinter Cannons, 2 Dark Eldar units with Dark Lances, 4 Grotesques units. Upgrades: Raiders, Talos
Scourge Flight - 250 pts Units: One Dracon character upgrade and eight Scourge units
Mandrake Hunt - 150 pts 4 Mandrake units
C2.2.2 Wych Cult of Strife Hosts
Wych Cult - 225 pts Units: 1 Drachite character upgrade, 10 Wych units Upgrades: Wych Lord, Raiders
Reaver Cult - 275 pts Units: 1 Drachite character upgrade and 6 Reaver Jetbike units Upgrades: Wych Lord
Hellion Cult - 275 pts Units: 1 Drachite character upgrade and 8 Hellion units Upgrades: Wych Lord
C2.2.3 Dark Eldar Upgrades
Dark Eldar Lord - Replaces the formation's Dracon with an Archon. One Archon in the army may be further upgraded to a Dread Archon. Cost: +25 points, plus an extra +50 points if upgraded to Dread Archon
Wych Lord - Replaces the formation's Drachite with an Archite. Cost: +25 points
Raiders - Up to five Raiders Cost: 15 points each
Ravagers - Up to three Ravagers Cost: 75 points each
Incubi - One or two Incubi units, and up to one Raider Cost: 50 points each, plus 15 points for the Raider
Talos - One or two Talos Cost: 100 points each
C2.2.5 KABAL OF THE BLACK HEART AEROSPACE UNITS Raven Interceptor (250 points for three) Razorwing Bomber (250 points for two) 'Torture'-class Cruiser (300 points)
Obviously, it needs some serious work and playtesting, but it's a start...
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