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Squad Unit Points Per Models Unit Type: WS BS S T W I A Ld Sv Wargear: Special Rules: + + Options: Pts

Commorite Blue Suns Blue Hand 20 1-5 Infantry 4 4 3 4 1 4 1(2) 7 6+ Gnarlskin Night Vision Each Blue Handmustbe accompanied the following:
Blue Hand Ascendant Infantry 4 4 3 4 2 4 2(3) 8 6+ Close Combat Weapon Power from Pain + 3 Kabalite Slave Guards 6 per
Splinter Pistol Slave Master + 2 Husks 10 per
Altered Physique (Blue Any Blue Hand may replace his CCW with:
Hand Ascendant only) + Venom Blade 5
Kabalite Slave Guard Infantry 4 4 3 3 1 5 1 8 5+ Kabalite Armour Fleet + Mindphase Gauntlet 10
Splinter Pistol Night Vision + Power Weapon 10
Power from Pain + Scissorhand 15
Any Blue Hand may replace his Splinter Pistol with:
Husk Infantry 4 1 4 4 2 3 2 5 6+* Slaveskin Feel no Pain + Stinger Pistol 5
Neural Linker + Liquifier Gun 10
Detonate + Hexrifle 15
One Blue Hand may be upgraded to:
^ Blue Hand Ascendant 10
Harbinger Infantry 3 1 3 4 3 3 1 5 6+* Slaveskin Feel no Pain The Blue Hand Ascendant may replace his CCW with:
Neural Linker + Venom Blade 5
Pain Field + Mindphase Gauntlet 10
+ Power Weapon 10
+ Flesh Gauntlet 20
Judain Kith Infantry 4 4 3 4 2 4 2(3) 9 6+* Slaveskin Feel no Pain + Agoniser 20
Splinter Pistol Neural Linker + Electrocorrosive Whip 20
Close Combat Weapon Force Lightning + Huskblade 35
Reversal of Fate The Blue Hand Ascendant may replace his Splinter Pistol with:
+ Stinger Pistol 5
The Blue Hand Ascendant may take one of the following:
+ Liquifier Gun 10
+ Scissorhand 15
+ Hexrifle 15
Any Kabalite Slave Guard may exchange his Splinter Pistol for:
+ Splinter Rifle 3 per
One Kabalite Slave Guard may replace his splinter rifle with:
+ Splinter Cannon 10
One Husk may be upgraded to:
^ Harbinger 10
The Harbinger may take:
+ Amplifier 10
Up to two Husks may be upgraded to:
^ Judain Kith 15
The Judain Kith may take:
+ Neural Amp 10
Slave Master: Slave Masters use a control unit implanted into their brain to silently transmit orders to the slaves under their command. This allows the model to control all slaves within 30". Any slave within range still counts as being in unit coherency.

Neural Linker: Slaves are kept in line during a raid by a special implant that suppresses higher brain function. Little is left past base intelligence, obedience and suffering. Also, should a slave somehow try to run or the slaver is killed, the linker explodes killing the slave and everything nearby.
Range Str. AP Type
- 4 4 Blast

Detonate: When required the Slave Master can send a specially crafted pulse of purest terror directly into the Husks implant, causing it to charge forward and burn itself out - unleashing all it's remaining psychic power in one final agony filled shock wave.
During the shooting phase designate a target. Then the Husk 'leaves' the unit (still counts as part of the same unit, but acts independently) at the end of the charge make a Psychic Test if it fails the Husk explodes. If it passes then its armour save is upgraded to 3+ Invulnerable until the next shooting phase, when it repeats the psychic
test and every subsequent shooting phase till it explodes.
Range Str. AP Type
3D6+6" D6+4 D6 Large Blast

Pain Field: Through time tested methods of torture and conditioning Harbingers have been made to give off a specific field that affects the minds of anyone nearby, moulding them into a walking buffet for Dark Eldar and a cornucopia of nightmares for anything else.
Any non-Dark Eldar enemy model within 6D6" (roll at deployment) always counts as moving through difficult terrain (even if it would normally ignore difficult terrain as it is having to push on through the extremes of pain projected into their mind).
Any unit with the Power from Pain Special Rule within the range of the Pain Field can move an additional 1" during the movement phase.
Amplifier: A special implant boosts the output of a Harbingers Pain Field. Any Harbinger with an Amplifier always gets 30" on the range roll.

Force Lightning: The Judain Kith is able to lash out with his mind causing vicious lightning bolts to fire from their fingertips. This is a Psychic Shooting attack with the following profile:
Range Str. AP Type
24" 6 5 Assault 2D6

Neural Amp: A Judain Kith with a Neural Amp has its mental output increased, while drastically shortening its life span and causing constant pain to the user. A Kith with an Amplifier uses the following profile for Force Lightning:

Range Str. AP Type


36" 10 3 Assault 2D6

Reversal of Fate: Judain Kith have a 3+ Invulnerable Save against Perils of the Warp.

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