Sorry! Your browser is not compatible with our stylesheets.
We recommend that you download the latest version of Internet Explorer, Opera, Netscape/Mozilla/Firefox or Safari (Macintosh) to view the site as it should be. In the meantime the pages are laid out so that they can be read without formatting.


Online Store
White Dwarf
Events & Community
News
The Lord of The Rings
Warhammer
Warhammer 40,000
Dark Eldar
- Welcome! Please Login
specialist games | shopping | your site | site map

Screaming Vapour Trails
DARK ELDAR DEADLY VEHICLE UPGRADES


Since the Dark Eldar Codex was released, we've had a steady trickle of correspondence bemoaning the lack of vehicle upgrades in the Dark Eldar army list. Now, Gav Thorpe takes us through some of the new upgrades for the darkest race of Warhammer 40,000.

Reaver Jetbike Squad

Gav Thorpe
Gav Thorpe
Gav: Having received many letters and e-mails begging for more from the Dark Eldar's vehicles, I'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/5PTS
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 may 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
Reaver Jetbikes with Slave SnaresThe 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".

Dark Eldar Deadly Vehicle Upgrades: [Download PDF 98 Kb]

In order to download these documents you will need Adobe Acrobat Reader.
Download it for free from the Adobe site.

Related Articles:
Dark Eldar Reference Sheet

Online Store:
Dark Eldar

TopGo To Top | GW Online > Warhammer 40,000 > Dark Eldar > Dark Eldar Deadly Vehicle Upgrades
Games Workshop | Legal | Privacy Policy | Careers | Contact | Help | Accessibility | GW Portal
GW
 


Utilities
  •  
  •  
  •   Printable Page