Melee Weapons
Profiles for the following melee weapons can be found in the Warhammer 40,000 rulebook:
• Close Combat Weapon
• Power Axe
• Power Lance
• Power Maul
• Power Sword
Agoniser
An agoniser is an extremely sophisticated weapon that drives a victim’s sensorium haywire, causing excruciatingly severe pain as nerves burn out from overload. Though agonisers come in a variety of forms, the most common are toxin-soaked whips.
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Range
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S
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AP
|
Type
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-
|
User
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3
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Melee, Poisoned (4+)
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Archite Glaive
These power glaives are exquisitely crafted pole-arms employed to lethal effect by Succubi in both the gladiatorial arenas of Commorragh and the battlefields of realspace. They can be wielded with both hands, to bisect a foe with ease, or used in combination with another weapon to cut through a host of victims.
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Range
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S
|
AP
|
Type
|
Double-handed
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-
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+2
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2
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Melee, Two-handed
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Single-handed
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-
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+1
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3
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Melee
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Chain-flails
Chain-flails consist of lengths of barbed chain wound tight under gravitic pressure. As a Talos glides into battle, these chains are loosed, hurtling from their housings to lash around wildly. As their barbs find purchase in flesh, the chains’ grav-winches re-engage, reeling in at lightning speed to snap bones and tear bodies asunder.
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Range
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S
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AP
|
Type
|
-
|
User
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5
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Melee, Shred
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Demiklaives
Demiklaives are power weapons that can either be wielded separately for speed, or clasped together to form a more powerful blade.
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Range
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S
|
AP
|
Type
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Single blade
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-
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+2
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2
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Melee, Two-handed
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Dual blades
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-
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+1
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3
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Melee, Dual Wield
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Dual Wield: A model fighting with demiklaives (Dual blades) receives +1 bonus Attack.
Electrocorrosive Whip
An electrocorrosive whip is a lashing tongue of venom-coated polymer with a highyield dynamo in its hilt. Its touch is painful and debilitating in the extreme, sapping the strength of its victim and robbing them of the will to fight.
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Range
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S
|
AP
|
Type
|
-
|
User
|
3
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Melee, Concussive, Poisoned (4+)
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Flesh Gauntlet
A claw-glove crammed with syringe-like protrusions and vials, the flesh gauntlet can inject potent electrosteroids that force rapid and unnatural growth. Its victim will literally outgrow his own skin, suffering a truly unpleasant death as he bursts apart in a welter of steaming, heaving gobs of matter.
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Range
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S
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AP
|
Type
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-
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User
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-
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Melee, Lethal Dose, Poisoned (4+)
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Lethal Dose: Any To Wound roll of a 6 inflicted by this weapon has the Instant Death special rule.
Hellglaive
A hellglaive is a lightweight, twin-bladed halberd. Though it requires some effort to master, this weapon can spin and block like a stave, cut like a scythe, or impale like a barbed spear. From the back of a Hellion skyboard such a weapon can prove especially lethal, lopping off heads and severing limbs with every blow.
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Range
|
S
|
AP
|
Type
|
-
|
+2
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5
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Melee, Two-handed
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Hekatarii Blade
The Wych Cults of Commoragh are fond of these lightweight, poisoned-dripped blades. Though smaller blade sizes, these weapons are deadly when wielded by the experts of the Arenas.
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Range
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S
|
AP
|
Type
|
-
|
User
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6
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Melee
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Huskblade
Leaving smoking trails as it carves through the air, a huskblade instantly evaporates the moisture in anything it touches, reducing targets to shrivelled and gruesome corpses that fall away to dust on the breeze.
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Range
|
S
|
AP
|
Type
|
-
|
+1
|
3
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Melee, Instant Death
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Hydra Gauntlet
Hydra gauntlets are made from a flexible weave of semi-sentient, extraplanar crystal. Smooth and glassy when inert, a hydra gauntlet can be compelled by a strong-willed wearer to sprout and regrow an impossible profusion of lethal crystalline blades.
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Range
|
S
|
AP
|
Type
|
-
|
User
|
4
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Melee, Shred, Specialist Weapon
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Ichor Injector
This device injects its targets with the noxious ichor of the wielder’s own bloodstream. Its victims boil alive from the inside out, while foul, steaming fluids bubble from their mouths and eye sockets.
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Range
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S
|
AP
|
Type
|
-
|
User
|
-
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Melee, Fleshbane, Lethal Dose
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Lethal Dose: Any To Wound roll of a 6 inflicted by this weapon has the Instant Death special rule.
Klaive
Klaives are massive ritual powerblades of brutal aspect. Shimmering with dark energy, these weapons are impossibly light for their size and can slice through the thickest armour and toughest flesh with insulting ease.
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Range
|
S
|
AP
|
Type
|
-
|
+2
|
2
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Melee, Two-handed
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Mindphase Gauntlet
The mindphase gauntlet is an advanced neural controller that saps both strength and will. It can stop a rampaging foe in his tracks with a single touch, leaving him glassyeyed and shuddering with overwhelming fatigue.
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Range
|
S
|
AP
|
Type
|
-
|
User
|
-
|
Melee, Concussive
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Razorflail
Razorflails are wielded as a twinned pair of blades that at first glance resemble long, flimsy and unwieldy swords. Yet with a single flick of the wrist each can split apart and lash out like a whip, their whistling blades almost impossible to block or parry.
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Range
|
S
|
AP
|
Type
|
-
|
User
|
5
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Melee, Blade Whip, Specialist Weapon
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Blade Whip: Models fighting with a razorflail re-roll all failed To Hit rolls in close combat.
Scissorhand
The scissorhand looks a little like a pair of surgical shears, and harbours expensive toxins so that its wielder might better incapacitate those whose limbs it amputates.
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Range
|
S
|
AP
|
Type
|
-
|
User
|
-
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Melee, Poisoned (4+), Rending
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Shaimeshi Blade
Whether elegant short sword, curved dagger or even barbed hair pin, the core of each Shaimeshi blade is shot through with reservoirs of breathtakingly lethal poisons, while its surface is riddled with microscopic vents through which these venoms can flow. With each graceful swing or lightning fast stab, it parts flesh to vent its poisons where they can do the most harm.
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Range
|
S
|
AP
|
Type
|
-
|
User
|
-
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Melee, Lethal Dose, Poisoned (2+)
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Lethal Dose: Any To Wound roll of a 6 inflicted by this weapon has the Instant Death special rule.
Shardnet & Impaler
Typically used as a ritual pair, these weapons are a deadly combination. The wielder first entangles their foe in the hooked mesh of their electrified shardnet before administering the killing blow using their extendable, twin-bladed impaler.
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|
Range
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S
|
AP
|
Type
|
Impaler
|
-
|
User
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5
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Melee, Impale
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Shardnet & Impaler
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-
|
User
|
5
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Melee, Ritual Pair
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Impale: A model fighting with an impaler re-rolls all To Wound rolls of a 1 when fighting in close combat.
Ritual Pair: A model fighting with a shardnet and impaler always gains the +1 bonus Attack for fighting with more than one Melee weapon. A model fighting with a shardnet and impaler re-rolls all To Hit and To Wound rolls of 1 in close combat.
Stunclaw
Stunclaws are viciously barbed grapnels, often attached to lengthy metal chains. In battle a stunclaw can be anchored in the armour or flesh of a luckless victim, who is then hoisted agonisingly aloft and borne away amid a flock of jeering Hellions, either to a horrible and bloody fate at the end of the Hellions’ blades, or a brief and violent death by virtue of simply being dropped from a great height.
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Range
|
S
|
AP
|
Type
|
-
|
+1
|
6
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Melee, Snatched
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Snatched: On a roll of a 6 to wound, this weapon has the Instant Death special rule.
Venom Blade
A venom blade has thousands of micropores that constantly exude a distilled elixir of deadly hypertoxin – one of the most poisonous substances in the galaxy.
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Range
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S
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AP
|
Type
|
-
|
User
|
-
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Melee, Poisoned (2+)
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Wrack Tool
Wracks wield a sickening variety of sickle-blades, saws, knives and mauls into battle, all of which are coated in searing venom.
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Range
|
S
|
AP
|
Type
|
-
|
User
|
-
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Melee, Poisoned (4+)
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Ranged Weapons
Baleblast
Mandrakes can channel the energies stolen from their prey into blasts of freezing flame, wreathing their victims in spectral fires that burn through flesh and soul alike.
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Range
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S
|
AP
|
Type
|
18"
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4
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4
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Assault 2, Soul Blaze
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Darklight Weapons
The weapon shops of Commorragh are infamous for their ability to cheat the natural laws of physics in order to design ever more efficient and exciting ways to kill. Blasters and dark lances epitomise this, for they do not employ standard laser technology but instead fire a stream of what is, for want of a better term, ‘darklight’. The origin of this substance is unknown, although there are a number who claim it is sourced from black holes, warp storms and other celestial phenomena of great magnitude. Darklight works by reacting catastrophically with its target, producing a blast that can bore a massive hole in a vehicle regardless of armour, or vaporise a foot soldier in an instant. Even to perceive a beam of darklight without the correct protection leaves permanent slash-scars upon the retina.
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|
Range
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S
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AP
|
Type
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Blast pistol
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6"
|
8
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2
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Pistol, Lance
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Blaster
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18"
|
8
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2
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Assault 1, Lance
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Dark scythe
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24"
|
8
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2
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Heavy 1, Blast, Lance
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Dark lance
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36"
|
8
|
2
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Heavy 1, Lance
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Disintegrator Cannon
The disintegrator cannon fires particles of unstable matter harnessed from a stolen sun, each shot capable of atomising the most heavily armoured warrior. Far more sophisticated than conventional plasma-based firearms, it maintains a high rate of fire and always remains cool to the touch despite the ravening energies housed within.
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Range
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S
|
AP
|
Type
|
36"
|
5
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2
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Heavy 3
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Eyeburst
A Medusae can open its host’s steel visor and paralyse those under its gaze with a wave of raw anguish, plunging them into a coma from which there is no recovery.
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Range
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S
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AP
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Type
|
Template
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4
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3
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Assault 1
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Haywire Blaster
Haywire blasters are long-barrelled weapons that siphon the electromagnetic energy crackling around Commorragh’s highest aeries, to later release it in a terrifyingly powerful burst. A well-aimed haywire blaster can cripple an enemy vehicle’s control systems in a single shot.
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Range
|
S
|
AP
|
Type
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24"
|
4
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4
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Assault D6, Haywire
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Heat Lance
The heat lance combines melta and high-yield las technology into a weapon that has both surprising reach and extreme destructive potential.
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Range
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S
|
AP
|
Type
|
18"
|
6
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1
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Assault 1, Lance, Melta
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Hexrifle
The hexrifle fires crystal cylinders containing a tiny sample of the Plague of Glass that afflicted the Dark City in M36. On contact with bare flesh, the hexrifle’s arcane payload spreads quickly, turning its victim into a transparent statue with an expression of shock etched upon its visage forevermore.
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Range
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S
|
AP
|
Type
|
36"
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X
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4
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Assault 1, Arcane Payload, Sniper
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Arcane Payload: Any Precision Shot made with this weapon has the Instant Death special rule.
Implosion Missile
Upon detonation, these missiles emit a molecular dissonance field that causes those caught in their path to implode, instantly collapsing in upon themselves and leaving nothing more than a scorched silhouette to mark their passage.
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Range
|
S
|
AP
|
Type
|
48"
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6
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2
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Assault 1, Blast, One use only
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Liquifier Gun
The liquifier gun fires a spray of incredibly potent acid that eats through anything it touches. Wracks, Grotesques and other minions of the Haemonculus Covens often have liquifier guns built into their bodies to that they can fire out great gouts of their own acidic blood. The amount of devastation wreaked by this fearsome weapon depends on how much of its vitriolic ammunition splashes over its unfortunate target.
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Range
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S
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AP
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Type
|
Template
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3
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4
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Assault 1
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Monoscythe Missile
These signature missiles are remotely steered by the Razorwing’s pilot into the midst of the foe. When detonated, they emit not a conventional blast but one that is constrained to a specific plane by complex in-built powershields. A great horizontal sheet of force explodes outward at a certain height, decapitating or even cutting in half everyone caught in the blast zone.
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Range
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S
|
AP
|
Type
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48"
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6
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5
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Assault 1, Large Blast, One use only
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Necrotoxin Missile
At the heart of a necrotoxin missile is a large reservoir of virulent poisons. When the missile detonates, it splinters into shards of jagged shrapnel, each carrying thick gobbets of its deadly payload.
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Range
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S
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AP
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Type
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48"
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1
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-
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Assault 1, Fleshbane, Large Blast, One use only
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Ossefactor
The ossefactor employs weaponised osteocytic impulsion-waves, normally used by the Haemonculi to craft bone structures and fashion spinal sumps. It projects a focussed overdose of this energy at its victim, triggering uncontrolled osteocytic multiplication. Bones twist and lengthen violently, shooting out dozens of spurs like the branches of some hideous tree. The luckless victim is rent apart by their own warped skeleton, even as their horrified squad mates find themselves impaled on the calcific spears that burst from their body.
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Range
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S
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AP
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Type
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24"
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1
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2
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Assault 1, Fleshbane, Calcific Spears
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Calcific Spears: If a non-vehicle model is removed as a casualty due to an unsaved Wound caused by this weapon, center the Blast template over the model. Each model under the template suffers a hit from the explosion. The Strength of these hits is equal to the Toughness characteristic of the model removed as a casualty, and they are resolved at AP`-`.
Phantasm Grenade Launcher
Wealthy Dark Eldar warriors often wear modified backpacks or launchers that hurl a volley of small, disc-shaped grenades at the foe. These are made from a reactive substance that, upon contact with the air, dissolves into clouds of psychotropic gas. This vapour is so potent that the merest exposure causes delusions of such horror that its victims are literally scared to death in seconds.
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Range
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S
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AP
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Type
|
18"
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1
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-
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Assault 1, Blast, Soulfright
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Soulfright: At the end of the Shooting phase, a unit that has suffered one or more hits from a weapon with this special rule in that phase must make a Leadership test. The unit suffers a single additional Wound, with no armour or cover saves allowed, for each point this test is failed by. Wounds cannot be allocated to models with the Fearless or And They Shall Know No Fear special rules (any excess Wounds are lost).
Shatterfield Missile
A shatterfield missile actually houses two separate detonator cores. On impact, the first of the cores sucks away all warmth, turning those caught within its blast into brittle statues. An instant later, the second core sends out a blast of percussive force that shatters its frozen victims into a thousand pieces.
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Range
|
S
|
AP
|
Type
|
48"
|
7
|
-
|
Assault 1, Large Blast, Shred, One use only
|
Shredder
The shredder unleashes an expanding mesh of monofilaments with miniscule barbs along their length, entangling the victim in an invisible net that slices him apart as he struggles to free himself.
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Range
|
S
|
AP
|
Type
|
12"
|
6
|
-
|
Assault 1, Blast, Shred
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Spirit Syphon
The Cronos Parasite Engine can cast out a field of baleful energy that allows it to feed upon those nearby.
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Range
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S
|
AP
|
Type
|
Template
|
3
|
3
|
Assault 1
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Spirit Vortex
Cronos Parasite Engines are sometimes modified to incorporate a spiral-etched device that can hurl out a massive burst of negative force, draining the lifeforce of dozens of victims.
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Range
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S
|
AP
|
Type
|
18"
|
3
|
3
|
Assault 1, Large Blast
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Splinter Weapons
Splinter weapons fire shards of splintered crystal covered in incredibly potent toxins using a powerful magno-electric pulse. The favoured armament of the Kabalite Warrior is the splinter rifle, often fired on the move from the balustrade of a transport. The splinter pistol is an elegant sidearm beloved of assassins and street fighters across the galaxy; though it is designed for precision short ranged shots, the toxins inside its reservoir pod are no less deadly. Some Dark Eldar become addicted to the distorted grimaces of pain made by the targets of splinter weaponry, and hence employ larger versions of the splinter rifle. Amongst these are the shardcarbine, popular with the winged Scourges, and the splinter cannon, a weapon able to mow down entire squads at a time.
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|
Range
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S
|
AP
|
Type
|
Splinter pistol
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12"
|
1
|
5
|
Pistol, Poisoned (4+)
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Splinter pods
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18"
|
1
|
5
|
Assault 2, Poisoned (4+)
|
Shardcarbine
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18"
|
1
|
5
|
Assault 3, Poisoned (4+)
|
Splinter rifle
|
24"
|
1
|
5
|
Rapid Fire, Poisoned (4+)
|
Splinter cannon
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36"
|
1
|
5
|
Salvo 4/6, Poisoned (4+)
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Stinger Pistol
A stinger pistol is a lightweight sidearm characterised by a long syringe-like barrel and a venom magazine that holds searingly effective toxins. When fired, it ejects a long sliver of hollow glass that can pierce a foe’s skin and introduce the toxins straight into his bloodstream, with invariably horrific results.
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Range
|
S
|
AP
|
Type
|
12"
|
1
|
5
|
Pistol, Poisoned (2+)
|
Stinger Pod
Talos Pain Engines are often armed with sinister weapons that fire great pulses of raw agony. The victims of these weapons often break their own bones or rupture their own organs with the force of their agonised convulsions, while survivors are left catatonic with pain, unable to defend themselves against the Talos’ bloody ministrations.
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Range
|
S
|
AP
|
Type
|
24"
|
5
|
5
|
Assault 2, Blast
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Void Lance
The void lance fires pulses of highly destructive eldritch energy harvested from beyond the shattered spars of the webway.
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Range
|
S
|
AP
|
Type
|
36"
|
9
|
2
|
Assault 1, Lance
|
Void Mine
This bizarre bomb detonates two warheads, one a split second before the other. The first merely establishes a sphere of force that protects everything outside and condemns everything within. The second contains a particle of purest darklight, released from its containment field by the primary detonation. The effects of introducing even a tiny amount of darklight into realspace are catastrophic. If it were not for the force sphere established by the primary detonation, the resultant implosion would destroy not only the enemy but also the Voidraven into the bargain. As it is, anything trapped inside the crackling sphere is annihilated utterly, and in total silence.
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Range
|
S
|
AP
|
Type
|
-
|
9
|
2
|
Bomb 1, Large Blast, Lance, One use only
|
Armour
Armoured Carapace
Engines of Pain like the Talos and Cronos are clad in finely wrought armoured shells that protect the most vital of their grisly organic components from harm.
|
An armoured carapace confers a 3+ Armour Save.
Ghostplate Armour
Those Dark Eldar who desire a substantial amount of protection whilst retaining a high degree of mobility wear armour made from hardened resins and shot through with pockets of lighter-than-air gas. Ghostplate armour also incorporates minor forcefield technology the better to protect its wearer.
|
Ghostplate armour confers a 4+ Armour Save and a 6+ invulnerable save.
Gnarlskin
The Haemonculi and their hideous, fleshy creations have toughened, scarred hides that have been subjected to so many brands, burns and abrasions that they have become leathery and resistant to blows.
|
Gnarlskin confers a 6+ Armour Save.
Incubus Warsuit
All Incubi wear close-fitting suits of ritual battle armour that can turn aside all but the most well-placed blows.
|
An Incubus warsuit confers a 3+ Armour Save.
Kabalite Armour
Dark Eldar Kabalites go to battle clad in suits of segmented plates, usually part of a larger bodysuit that is secured in place with serrated barbs and hooks.
|
Kabalite armour confers a 5+ Armour Save.
Wychsuit
Wyches wear flexible bodysuits that have been designed to protect one side of the body – usually the side they habitually turn towards their opponents – whilst not impeding movement at all.
|
A Wychsuit confers a 6+ Armour Save.
Arcane Wargear
Profiles for the following arcane wargear can be found in the Warhammer 40,000 rulebook:
• Haywire Grenades
• Plasma Grenades
Beastmaster Skyboard
The skyboards of the Beastmasters are calibrated to reflect their specialised needs. Able to move at high velocities while hugging the the ground, they automatically swoop around hazards, leaving their riders free to ply the lash on their feral charges.
|
Models on Beastmaster skyboards have the Beast unit type. Beastmaster skyboards also confer a 5+ Armour Save, and are armed with splinter pods.
Bladevanes
These hooked, razor-sharp blades jut from the sleek hulls of Reaver jetbikes. In battle the riders crouch low over their steeds before streaking through the midst of the enemy ranks, using their bladevanes to lop off heads and limbs with every pass.
|
All Hammer of Wrath attacks made by a model with bladevanes are resolved at Strength 4 and have the Rending special rule.
Clone Field
The clone field projects several hololight images of the wearer, all moving in perfect synchrony. Such is the artifice of these simulacra that even the sharpest senses cannot put the lie to them. Foes find themselves surrounded by a multiplicity of identical warriors through whom their blades pass like smoke on the breeze.
|
A clone field confers a 4+ invulnerable save.
Cluster Caltrops
Some Reaver jetbikes are modified to mount micro-bomblet dispensers within their sleek hulls. These can be triggered as the jetbike passes through the midst of the foe, stitching them with vicious point-blank blasts. Some riders even learn to spin as they discharge their cluster caltrops, hurtling through the foe’s ranks amidst a whirlwind of razor shrapnel and lethal explosives.
|
A model with cluster caltrops makes D6 Hammer of Wrath attacks instead of just one. These are resolved at Strength 6 and have the Rending special rule.
Crucible of Malediction
Haemonculi refer to this extraordinary weapon as ‘the kin-gift’, for it is especially dangerous to their psychically attuned craftworld cousins. Each crucible contains the essence of psykers tortured to death. When released, their spirits hurtle across the battlefield, shrieking in a cacophony that drives nearby psykers insane.
|
Once per game, a model with a crucible of malediction can unleash its contents instead of making a shooting attack in the Shooting phase. If he does so, all units that include one or more models with the Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot special rules (friend or foe) within 3D6" of the bearer immediately suffer a Strength 6 hit, with no saves of any kind allowed.
Grav-talon
The grav-talon is an adaptation of the traditional Reaver jetbike bladevanes. As well as slicing its way through foes unlucky enough to feel its bite, a grav-talon can discharge a localised pressure wave. This smashes the enemy flat with a dull boom, forcing them to abase themselves and leaving them at the mercy of their predatory foes.
|
All Hammer of Wrath attacks made by a model with a grav-talon have the Concussive special rule.
Hellion Skyboard
These anti-grav boards are highly prized as symbols of independence. As such they are personalised by their owners with trophies and glyphs. They are sensitive to the slightest pressure, allowing their riders to flip and jink at incredible speeds while firing their splinter pods into the foe with the simple depression of a heel-stud.
|
Models on Hellion skyboards have the Jump Infantry unit type. Hellion skyboards also confer a 5+ Armour Save and are armed with splinter pods.
Reaver Jetbike
Reaver jetbikes are the most streamlined and pared-down of all skycraft, a fusion of raw motive power and finely-honed lethality.
|
Models on Reaver jetbikes have the Eldar Jetbike unit type, and have their Armour Save increased to 5+ if it is normally lower. Reaver jetbikes are armed with a splinter rifle.
Shadow Field
The shadow field surrounds its wearer in a dark miasma of energy that is almost impossible to penetrate. However, should a solid blow connect the field will short out, leaving its wearer vulnerable.
|
A shadow field confers a 2+ invulnerable save. The shadow field save is lost for the rest of the battle at the end of any phase in which the model suffers one or more unsaved Wounds.
Soul-trap
Soul-traps vary in appearance, from folding pyramidal prisms to jewelled skulls engraved with vampiric runes, but they all have one ghastly function: to capture the soul of a powerful enemy within their confines and empower the bearer with the stolen energies.
|
A model with a soul-trap receives +1 Strength (up to a maximum of Strength 10) for the rest of the battle for each unsaved Wound it inflicts in a challenge on an enemy character.
Spirit Probe
A spirit probe is a conductor for agony; a device that ensures no scrap of pain or misery escapes the Cronos’ contra-empathic net. Running hot on tides of excruciation, it boosts the resilience of nearby Dark Eldar, allowing them to stride laughing amid volleys of fire and rains of blows that would otherwise tear them apart.
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The model, and all friendly units with both the Dark Eldar Faction and the Feel No Pain special rule within 6" of one or more models with a spirit probe, receive a +1 bonus to their Feel No Pain (e.g. Feel No Pain would become Feel No Pain (4+). This is cumulative with any other modifiers to Feel No Pain, but cannot improve their Feel No Pain beyond 4+.
Webway Portal
These are small, easily carried versions of the mighty webway portals used by the Dark Eldar to travel across vast distances instantaneously. Appearing as jagged, runegraven crystals, these devices are simply hurled into the air where they hang impossibly, in defiance of gravity. With a crackle of dark energy they tear a rent in the skin of reality, flaying open a route into the webway through which murderous Dark Eldar can pour.
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If a model with a webway portal is in Reserves or Ongoing Reserves, then the model and any unit it has joined or is embarked upon has the Deep Strike special rule. This model, and his unit, will not scatter if arriving from Deep Strike Reserve.
Dark Eldar Vehicle Equipment
Chain-snares
Some Dark Eldar vehicles are fitted with several underslung chains and barbed hooks, the better to gouge at the flesh of those they pass over – if the vehicle happens to snatch up a victim or two and drags them to their death, so much the better.
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When a vehicle with Chain-snares moves through an enemy unit during the movement phase, pick one enemy unit that this model moved over. That unit suffers D6 hits resolved at a Strength value equal to half of the Front armor value of the vehicle with Chain-snares, with AP6.
Enhanced Aethersails
Aethersails are used to capture the aetheric winds that flow out from open webway portals. Many vehicle crews are meticulous in the construction of these sails, incorporating frictionless alloys, vibro-pods and angled booms to enhance their bursts of speed.
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A vehicle with enhanced aethersails adds 8" to it's movement characteristic instead of rolling D6 when elected to Advance.
Flickerfield
Flickerfields are highly advanced optical force shields that make the vehicle they are fitted to appear to flicker in and out of reality.
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A vehicle with a flickerfield has a 5+ invulnerable save.
Grisly Trophies
Some Dark Eldar vehicles are adorned with the disembodied heads of slain foes and daubed with copious amounts of enemy blood. The sight of the festering remains of onceproud foes instils the Dark Eldar with arrogant pride.
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All friendly units with the Dark Eldar Faction within 6" of a vehicle with grisly trophies can re-roll failed Leadership tests.
Night Shields
The vehicle is covered by a broad-spectrum displacement field, enveloping it in cold and inky darkness. Foes find the vehicle hard to target, hidden as it is within a cloak of roiling shadow.
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A vehicle with night shields has the Stealth special rule.
Shock Prow
The shock prow is an energised ram that sends out a directional wave of electromagnetic force, allowing the skimmer to carve its way through infantry and even shatter the heavy hulls of enemy vehicles.
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A vehicle with a shock prow is treated as having the Hammer of Wrath special rule. When these attacks are allocated, the Strength of the attacks is equal to half of the Front Armor value rounded down, and the amount of attacks is equal to how many enemy models are within engagement range of the Shock Prow vehicle.
Splinter Racks
Some Dark Eldar vehicles carry additional racks of anti-personnel weaponry on their decks. This allows passengers to quite literally empty their weapons’ magazines in great raking fusillades, before discarding their spent guns in favour of fully-loaded replacements.
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Whilst a model is embarked on a vehicle with splinter racks, all splinter weapons have the Twin-linked special rule.
Torment Grenade Launchers
Some Dark Eldar skimmers incorporate hull-mounted launchers that send barbed grenades spinning into the ranks of the foe. Each grenade spews out an ochre cloud of phantasm gas that causes abject terror in the minds of those nearby.
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Range
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S
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AP
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Type
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24"
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1
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-
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Assault 1, Blast, Soulfright
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Soulfright: At the end of the Shooting phase, a unit that has suffered one or more hits from a weapon with this special rule in that phase must make a Leadership test. The unit suffers a single additional Wound, with no armour or cover saves allowed, for each point this test is failed by. Wounds cannot be allocated to models with the Fearless or And They Shall Know No Fear special rules (any excess Wounds are lost).