|
Codex
Commorragh - Kabal, Cult and Haemonculus Army lists
Dark Eldar Codex Update - by Games Workshop
Harlequins - by Games Workshop
Vehicle Upgrades
These come from Chapter Approved in White Dwarf 250 and are by Gav Thorpe, based on ideas by several differerent contributors.
Since the Dark Eldar, Codex was released, we've had a steady trickle of correspondence bemoaning the lack of vehicle upgrades the Dark Eldar army list. Well, 1've ,butchered and cannibalised the best ideas We've received into the following list. Thanks to everyone who sent in suggestions.
A Raider can take any of the following vehicle upgrades. A Ravager may not take Scaling Nets, Slave Snares, Torture Amp or Trophy Racks. The points values are different for Raiders and Ravagers, as shown in the entries below, with the points values for Raiders first and for Ravagers second.
Horrorfex - 5pts/15pts
As the vehicle falls upon its foes, arcane grenades made from captured Eldar wraithbone sow discord and terror within the enemy's ranks. The vehicle is fitted with a larger version of a Terrorfex, which can be fired instead of another of the vehicle's weapons in the Dark Eldar Shooting phase. It has the same effect as a Terrorfex (see the Dark Eldar Wargear section of the Codex) except that is has an 18" range.
Night Shield - 15pts/20pts
The vehicle's open deck is covered by a wide-area shadow field, enveloping the vehicle in darkness and hiding its true location. This has the effect of adding 6 to the range from enemy units wishing to fire at a vehicle with a Night Shield. This may put the vehicle out of range, in which case the shooting automatically misses. The extra distance is also counted for working out if the vehicle is within Rapid Fire range. It has no effect on template, ordnance or barrage weapons. The Night Shield does affect whether the vehicle can be seen in a Night fight.
Scaling Nets - 5pts/unavailable
A web of netting hangs to the ground from the Raider, allowing its passengers to get on and off more swiftly. A unit may embark or disembark onto or from the Raider at any point during its move, rather than just at the beginning or the end. They not do this if it will be moving over 12" in total that turn, and they cannot move before embarking or continue to move after disembarking as it is a moving vehicle. Unfortunately, the nets also provide easier access for foes, and any enemy unit attacking the Raider in close combat hits on a straight 4+, rather than the 6+ usually needed for skimmers. A Raider with Scaling Nets cannot have Scythes or Slave Snares.
Screaming Jets - 15pts/10pts
The vehicle is fitted with additional high-powered jet engines, which allow it to drop from the skies with a characteristic screaming wail. A vehicle fitted with Screaming Jets can Deep Strike if the scenario normally allows Deep Strike to be used. The vehicle counts as moving over 6" on the turn it arrives and troops on board may not disembark that turn.
Scythes - 10pts/10pts
The vehicle has been fitted with blades along its hull, making it a risky prospect to attack in an assault. Any enemy model that rolls a 1 to hit when attacking the vehicle in an assault suffers a Strength 5 hit, with normal armour saves allowed.
Slave Snares - 15pts/unavailable
The Raider trails numerous long chains and whips, each lined with barbs and hooks to pluck unwary foes from the battlefield as it swoops past. If the Raider passes over an enemy unit during the Movement phase, and does not move more than 12" in total, the unit takes D6 Strength 4 hits, with normal armour saves allowed. Models removed as casualties are treated as prisoners for victory points purposes. Slave Snares have no effect on vehicles. Any casualties lost by a unit in the Movement phase are added to casualties from the next Shooting phase for the purposes of working out if they have lost 25% casualties.
Torture Amp - 10pts/unavailable
During battle a Haemonculus tortures captured slaves and traps their screams in special voiceboxes. These cries of agony are filtered through complex projectors to' create a wave of terrifying sonic energy around the vehicle, which can scatter enemy units. A vehicle with a Torture Amp is able to Tank Shock, even though it is not a tank.
Trophy Racks - 10pts/unavailable
The Raider is adorned with skeletons and skulls impaled on staves, while prisoners taken in battle are tied to its decks with barbed filaments. The' enemy troops find this immensely disturbing and threatening, so any enemy unit with a model within 6 of the Raider subtracts -1 from its Leadership value. Note that a unit suffers a maximum penalty of -1 to its Leadership regardless of the number of Raiders with Trophy Racks within 6".
I got these from the eGroups mailing list.
SPECIAL RULES:
Only Vehciles may buy these upgrades. They are unavalible to Reavers, Hellions skyboarders or the Talos.
Energy Field: Ravagers will be able to buy a force screen, like the one vect has. It will give AV 14 against shooting hits. +35 points.
Flayed Prisoners: Attach to the ravager or raider is prisoners who have been tortured to death, giving a horrific scene. The vehicle may now tank shock. +5 points, must have haemonculi in army.
Poison Blade wings: Anyone attacking in close combat and rolling a "1" to hit takes a hit that wounds on a 2+. Normal saves apply. 10 points.
Web Way Raider: This raider or ravager is equiped with it's own webway portal. It must be held in reserve. On the turn it arrives, place the small blast-marker anywhere on the table and scatter it 3D6 inches. Only scatter D6" on a "hit". Place the vehicle with part of the vehicle covering the center of the marker. On future turns the template stays in play and other troops in reserve may enter, but not on the turn the raider/ravager arrives.
Extended Deck: The vehicle may carry +6 models. Raider 16, Ravagers 6. +25 points.
Hydroplanes: Ignores the effects of crossing or moving in water. +5 points.
Forward Razorlines: Ignores the effect of crossing or moving through jungles, IF the model moves no more then 3+2D6". Roll for safe distance after the move has been made. May now tank shock. Those models that do not fall back take a hit on a 4+. Cannot be combined with poison blade wings (the trees scrap the poison off). +15 points.
Ground reading Navigation: Ignores the effect of ruins and rubble while moving. +5 points.
Missions
Dawn Assault
From White Dwarf 227
Overview
Opposing forces encounter each other just before dawn, with the battlefield still shrouded in darkness.
Scenario Special Rules
Dawn Attack uses the Deep Strike, Infiltrators and Random Game Length scenario special rules. The Night Fight scenario special rule is used for the first game turn only (i.e. the sun comes up at the end of the first turn). Note that this is for the first turn of both players.
Set-Up
Same as Cleanse, with the addition that Infiltrators are placed anywhere on the table after the armies have been set up, so long as they are at least 18" away from any enemy models. If both players have Infiltrators, roll a dice to see who deploys theirs first.
Game Length
The game lasts for a random amount of turns.
Commorragh! |
Strategies |
Photos |
Codex: Commorragh |
Messageboard |
Kabal & Cult Names |
Hobby Corner |
History of my Kabal |
New Stuff |
Downloads |
Links
|