DARK ELDAR RULES
The Dark Eldar inhabit a realm called Commorragh, a place as darkly twisted as its rulers, from which they launch piratical raids across the galaxy. They often raid drifting space hulks for the promise of lost fortune and lost souls. The other purpose of these raids is not to conquer planets or protect territory but to cause mayhem, steal and pillage and most important of all capture new victims to take back to Commorragh. The fate of the captured slaves is best not even contemplated, for the Dark Eldar are truly an evil race who thrive on inflicting pain, suffering, torture and slow death. Murder and eternal agony are pleasures to be inflicted upon all victims of the Dark Eldar at their own whims.
Fleet Of Foot
All Dark Eldar prefer to complete their piracy in as little time as possible. They can choose to run at full speed through the confines of a space hulk using fleet of foot. A Dark Eldar who declares that he is using fleet of foot can only use his 5 APs for movement actions but he also gains a further 3 APs, for a total of 8 APs to use for movement actions (which includes opening doors). A Dark Eldar using fleet of foot can not fire any weapons, nor attack in close assault or end his movement on overwatch or defensive stance.
Introducing Dark Eldar Warriors and Sybarites
Warriors are the backbone of any Dark Eldar force. They attack rapidly, killing or crippling those who oppose them and enjoy nothing better than dragging survivors back to Commorragh. Warriors are sleek, agile and only slightly armoured. They prefer fast raids where there they are not pinned into defensive positions against heavy weapon barrages. All Warriors have 5 APs and they are normally not able to use CPs.
Proven Warriors are promoted as Sybarites who typically lead a squad of Dark Eldar Warriors during their lightning fast attacks. Sybarites are immune to the effects of terror.
Introducing Wyches and Succubi
Wyches spend their entire lives perfecting the skills of gladiatorial combat. Few survive their first duel but those who live learn quickly. They are barely armoured and do not have the ready supply of heavy weapons that are available to Warriors. Wyches have 5 APs and are at their deadliest in close assault.
A Wych can never be attacked from the side or rear, they are always able to turn free to face their attacker at the start of close assault. In addition a Wych can also assume defensive stance to gain +1 in close assault during the enemy turn.
Wyches that excel in their ability earn the title of Succubus. Each Succubus has a personal honour roll of countless victims that bled their last drops of life delivered by neat surgical swipes from the Succubus. A Succubus is almost without equal in any close confined arena of death. All Succubi are immune to terror, they delight in seeing the foulest forms of pain, agony and other horrific visions on the battlefield.
DARK ELDAR WARGEAR
Blaster
The Blaster is a smaller version of the Dark Lance and works along the same principles. However, it has a shorter range and a comparatively reduced firepower.
Combat Drugs
Dark Eldar use Combat Drugs to increase their performance during battle. The exact effect of the drugs can not be predicted and must be randomly determined. At the start of the Dark Eldar turn the player must declare that the whole squad will use the drugs. They are administered by thought alone and the process of releasing them does not use any APs, nor is it counted as an action. The whole squad gains the same effect for each model, lasting until the start of the next Dark Eldar turn.
The Dark Eldar player can choose to make a second roll on the table and combine the effect with the first roll. However, if the second roll is the same as the first, the drugs overload their systems and each model instantly suffers painful spasms before they die twitching from the overdose.
The Dark Eldar player should roll the dice in secret and let his enemies discover the effects as play happens. A neutral party should confirm the dice rolls to keep the evil Dark Eldar player honest!
| Dice Roll | Combat Drugs Effect |
| 1 | No Effect |
| 2 | Speed: +2 APs |
| 3 | Strength: +2 in close assault |
| 4 | Accuracy: +2 for each targeted ranged weapon shot |
| 5 | Toughness: 2 for each enemy targeted ranged weapon shot |
| 6 | Awareness: +1 CP |
Dark Lance
The Dark Lance fires a stream of dark matter which catastrophically reacts with its target, producing a blast that is more than capable of destroying a heavily armoured tank. Dark Eldar are able to move and fire with a Dark Lance, which somewhat compensates for the loss of freedom during close assault.
Shredder
The Shredder unleashes a web or mesh of monofilament wire, often with minuscule barbs or serrations along its lines. This mesh entangles the victim, slicing them to pieces as they struggle. Its dense cloud is highly effective at finding weak points in heavily armoured objects such as Terminators.
Splinter Pistol
A smaller version of the Splinter Rifle is the Splinter Pistol, its compact size means that it has less firepower and a limited range. It is often fitted with specialised combat blades which the Dark Eldar are able to use to slash and stab at opponents in close assault.
Splinter Rifle
The standard armament of Dark Eldar pirates is the Splinter Rifle. This gun derives its name from its ammunition, as it fires a hail of splinter-like shards at the enemy. A highly sophisticated magno-electric impulse is used to break the ammunition crystal into smaller fragments, which are then propelled along the barrel at incredible speed with the energy pulse. If the Splinter Rifle jams, then it loses overwatch but there is no need to un-jam the gun before shooting on the next turn.
Splinter Cannon
The Splinter Cannon is the most murderous of the splinter weapons. With its highly efficient firing mechanism and lack of recoil, the Splinter Cannon can be fired even when on the move. If the Splinter Cannon jams, then it loses overwatch but there is no need to un-jam the gun before shooting on the next turn.
DARK ELDAR TURN SEQUENCE
Declare the use of Combat Drugs
Use APs (main phase)
Roll to move Vortices
Roll for additional section effect damage
Roll for decay of psychic effects
Dispersal of psychic effects
Remove next player's overwatch counters and section effect markers
Last revised: March 31, 2006.