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Kabal of Pain’s Way Dark Eldar Army List

Forces

The Kabal of Pain’s Way Dark Eldar Army List uses the datasheets from the Dark Eldar Forces section.

Using The Army List

Kabal of Pain’s Way Dark Eldar formations come in two types: kabals and partisans. Each kabal you include in the army allows you to field any two partisan formations. Although you can only take a partisans formation if you first take a kabal, they are treated as separate independent formations during a battle and do not have to move around together.

In addition, formations may be given upgrades. Which upgrades a formation may be given are listed in the Upgrades column. Upgrades are added to the formation and are not a separate formation. Each upgrade that is taken adds to the cost of the formation, as shown on the upgrade chart. Note that you may never exceed more than eight infantry units in a formation.

Dark Eldar armies may be supported by Dark Eldar Aircraft, Spacecraft and Other Horror formations. A maximum of up to a third of the points available to the army may be spent on these formations.

Finally, Dark Eldar Individuals includes special characters, formations and objective options. Each individual may only be taken once by the army. The rules for using each individual are listed in the Notes column.

Special Rules

The Hit & Run Tactics rule (see Hit & Run Tactics) and Fleet of Foot rule (see Fleet of Foot) apply to all Dark Eldar formations. Additionally, certain units and weapons have special abilities described in Dark Eldar Technology (see Dark Eldar Technology).

Kabal of Pain’s Way Epic Tournament Special Rules

Dark Eldar forces are raiders by nature and rarely have an interest in holding ground. The swiftness of their vehicles and the deadly nature of their attacks are revealed quickly to their victims who watch the Dark Eldar disappear as quickly as they came. To represent these tactics, the Dark Eldar are forbidden from garrisoning any formations in the Epic tournament game scenario.

Corsair Class Escorts form a single squadron and act in the same manner as a single spacecraft. They may combine their Orbital Bombardments into a single strike, or fire separately (templates may not overlap).

Dark Eldar Transport

Any Dark Eldar formation that includes plus transport may choose from the Dark Eldar Transport section. You may only take as many transport units as are required to carry the entire formation, including upgrades, with no extra spaces if possible. You may select no transport at all if desired.

The Slavebringer is an independent war engine that must be assigned to a specific Dark Eldar formation during army creation.

Kashnarak

The Kashnarak is a massive, enraged animal that squeezes through a Webway portal and is set loose on the battlefield at the beginning of any turn the Dark Eldar desire (before strategy roll) and acts as a third player. It will always attempt a barging, close combat assault on the closest formation(s), even Dark Eldar formations! If unable to reach base-to-base contact, the beast will march toward the closest formation, to its maximum movement. If it reaches an enemy zone of control, the beast stops its move. Consolidation moves are also toward the closest formation. From then on, it is the first activation of subsequent turns, before the strategy roll or teleport, following the model above. A broken Kashnarak will remain in place on the board and will not attempt a move until it rallies.

The exceptions are when in the presence of a Wych unit. If within 15cm of a Wych unit at the beginning of the Kashnarak activation (see above), its assault or move may be directed by the Dark Eldar player. This includes a Wych unit within 15cm of the Kashnarak’s Webway portal. In addition, the Kashnarak will never move toward or assault a Wych formation; instead it will choose the next closest formation. These directed actions still take place prior to the strategy roll for the turn.

Regardless of its actions, the Kashnarak is not considered part of the Dark Eldar force for the purposes of placing formations, holding objectives, calculating crossfire, or determining victory conditions and tie-breaker calculations. It neither counts toward Dark Eldar activations nor does it count toward Webway Portal use. It does not benefit from Hit & Run tactics. The Kashnarak can contest objectives for both the Dark Eldar (except when within 15cm of a Wych unit) and their opponents.

Kabal of Pain’s Way Dark Eldar Army List

Kabal of Pain’s Way Dark Eldar armies have a strategy rating of 3. Dark Eldar Kabals, Tormentor and Executor formations have an initiative rating of 1+. All other formations have an initiative rating of 2+.

Dark Eldar Individuals
(Up to one of each type of individual may be taken per army.)
Type Notes Cost
0–1 Archon Replace one Dracon character with an Archon. The Archon must be placed in the Kabal Coterie formation if there is one in the army. +50 points
0–1 Kashnarak In the Strategy Phase of any turn place the Kashnarak within 5cm of a Webway Portal, it behaves according to the Kashnarak rule (see Kashnarak). +50 points
0–1 Webway Portal At the start of the game nominate one objective on your half of the table as a Webway Portal before setting up spacecraft and garrisons. The objective functions both as a Webway Portal and as an objective for the rules purposes. It may not be destroyed. Only formations consisting completely of infantry units, light vehicle units or armoured vehicles units with the Walker ability may use the Webway Portal to enter play. +50 points
Dark Eldar Kabals
(Each formation may never exceed more than eight infantry units.)
Formation Units Upgrades Cost
0–1 Kabal Coterie Four Incubi, one with a Dracon character, plus transport Haemonculi, Incubi, Mandrakes, Ravager, Scourges, Sybarite, Warriors, Wyches 250 points
Kabal Flotilla Four or six Ravagers Dracon, Sybarite, Vessel of Pain 250 or 350 points
Kabal Syndicate Six Warriors plus transport Dracon, Haemonculi, Mandrakes, Ravager, Scourges, Sybarite, Warriors, Wyches 200 points
Dark Eldar Partisans
(Each kabal you include in the army allows you to field any two partisans. Each formation may never exceed more than eight infantry units.)
Formation Units Upgrades Cost
Haemonculi Coven Two Haemonculi and four Grotesques, plus transport Haemonculi, Perditors, Sybarite, Talos 250 points
Heavy Barges Up to two Vessels of Pain None 250 points each
Hellion Murder Six Hellions Hellions, Sybarite 200 points
Mandrake Throng Six Mandrakes Mandrakes 225 points
Reaver Gang Six Reavers Reavers, Sybarite 200 points
Scourge Flight Six Scourges Scourges, Sybarite 225 points
Talos Swarm Four Talos plus transport Perditors, Talos 200 points
Wych Cult Six Wyches plus transport Hellions, Reavers, Sybarite, Warp Beasts, Wyches 200 points
Dark Eldar Upgrades
Upgrade Units Cost
Dracon Add a maximum of one Dracon character to any unit in the formation +50 points
Haemonculi Add one Haemonculi unit and one Grotesques unit, plus transport +100 points
Hellions Add two Hellions +50 points
Incubi Add two Incubi plus transport +75 points
Mandrakes Add two Mandrakes +75 points
Perditors Add up to two Perditors +150 points each
Ravager Add one Ravager +50 points
Reavers Add two Reavers +50 points
Scourges Add two Scourges +75 points
Sybarite Add a maximum of one Sybarite character to any unit in the formation +25 points
Talos Add up to two Talos +50 points each
Vessel of Pain Add a maximum of one Vessel of Pain +250 points
Warp Beasts Add two Warp Beasts +50 points
Warriors Add two Warriors plus transport +50 points
Wyches Add two Wyches plus transport +50 points
Dark Eldar Transport
Type Units Cost
Barge of Pleasure Add up to two Barge of Pleasures +125 points each
Raider Add up to four Raiders Free
Slavebringer One Slavebringer Assault Boat 200 points
Dark Eldar Aircraft, Spacecraft and Other Horrors
(Up to a third of the points available may be spent on these formations.)
Formation Units Cost
Executor One Executor Landing Module 750 points
Ravens Two to three Raven Fighters 100 points each
Razorwings Two to three Razorwing Bombers 125 points each
0–1 Spacecraft One Torture Class Cruiser or 300 points or
up to three Corsair Class Escorts 150 points each
Tormentor One Tormentor Titan 500 points

Dark Eldar Forces

Archon CH n/a n/a n/a n/a
Agonizer (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Inspiring
  • Invulnerable Save
  • Supreme Commander
Dracon CH n/a n/a n/a n/a
Agonizer (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Commander
  • Invulnerable Save
  • Leader
Sybarite CH n/a n/a n/a n/a
Punisher (bc)
Assault Weapons
  • EA(+1)
  • Leader
Grotesques INF 15cm 5+ 3+ -
-
  • Fearless
Haemonculi INF 15cm 4+ 3+ 5+
Arcane Terrors 15cm
AP3+
  • D
  • Fearless
  • Leader
Hellions INF 30cm 5+ 4+ 5+
Hellglaives (15cm)
Small Arms
  • Jump Packs
  • Scout
Incubi INF 15cm 4+ 3+ 6+
Tormentor Helms (15cm)
Small Arms
Punishers (bc)
Assault Weapons
  • EA(+1)
Mandrakes INF 15cm 5+ 4+ 6+
Splinter Pistols (15cm)
Small Arms
  • First Strike
  • Infiltrator
  • Teleport
Reavers INF 40cm 4+ 4+ 5+
Splinter Rifles (15cm)
Small Arms
  • Mounted
  • Skimmer
Scourges INF 30cm 6+ 6+ 4+
Dark Lance 30cm
AT5+
  • L
Splinter Rifles (15cm)
Small Arms
  • EA(+1)
  • Jump Packs
  • Teleport
Warp Beasts INF 15cm (5+) 3+ -
Teeth and Claws (bc)
Assault Weapons
  • EA(+1)
  • First Strike
  • Infiltrator

In an assault the unit counts as having an armour value of 5+.

Warriors INF 15cm - 5+ 4+
Splinter Cannon 15cm
AP5+
Wyches INF 15cm (5+) 3+ 6+
Splinter Pistols (15cm)
Small Arms
  • First Strike
  • Infiltrator

In an assault the unit counts as having an armour value of 5+.

Raider LV 35cm 4+ 6+ 5+
Dark Lance 30cm
AT5+
  • L
Horrorfex 15cm
AP6+
  • D
  • Skimmer
  • Transport

May transport two infantry units (except Warp Beasts) without Jump Packs or Mounted; plus one unit of Mandrakes. Units being transported may shoot and use their firefight value in an assault or to lend support.

Ravager LV 35cm 4+ 6+ 3+
2× Dark Lance 30cm
AT5+
  • L
Disintegrator 30cm
AP4+/AT6+
Horrorfex 15cm
AP6+
  • D
  • Skimmer
Talos AV 15cm 4+ 4+ 5+
Paralyzer 15cm
AP5+
  • D
Talos Claws (bc)
Assault Weapons
  • MW
  • Fearless
  • Reinforced Armour
  • Walker
Barge of Pleasure WE 30cm 5+ 5+ 4+
2× Dark Lance 30cm
AT5+
  • L
Long-Barrel Splinter Cannon 45cm
AP5+
Desolator 30cm
2BP
  • D
  • Damage Capacity 3
  • 2 Shadowfields
  • Skimmer
  • Transport

May transport four infantry units without Jump Packs or Mounted; plus two units of Mandrakes. Units being transported may shoot and use their firefight value in an assault or to lend support. Critical Hit Effect: The unit looses all of its weapons and has no close combat and firefight values. Subsequent critical hits destroy the unit.

Executor Landing Module WE 25cm 5+ 6+ 4+
Disintegrator Array 60cm
2× AA4+
Heavy Phantom Lance 60cm
MW3+
  • FxF
  • TK(D3)
Twin Desolators 30cm
4BP
  • FwA
  • D
Hail of Splinters 45cm
3× AP4+/AT6+
and (15cm)
Small Arms
  • EA(+2)
  • Damage Capacity 6
  • Fearless
  • Reinforced Armour
  • Self Planetfall
  • 4 Shadowfields
  • Support Craft
  • Transport
  • Webway Portal

May transport eight armoured vehicle, light vehicle or war engine units; war engines count as a number of units equal to their starting damage capacity; plus 16 infantry units. Critical Hit Effect: The unit loses all of its weapons, has no close combat value and a firefight value of 6+. Subsequent critical hits cause one point of damage.

Kashnarak WE 20cm 4+ 3+ -
Massive Claws and Teeth (bc)
Assault Weapons
  • EA(+2)
  • MW
  • Damage Capacity 4
  • Fearless
  • Infiltrator
  • Inspiring
  • Scout
  • Walker

Critical Hit Effect: Destroyed.

Perditor WE 15cm 4+ 3+ 4+
Widowmaker 30cm
2BP
  • D
  • Ind
Perditor Claws (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Damage Capacity 2
  • Fearless
  • Reinforced Armour

Critical Hit Effect: The unit is destroyed.

Tormentor Titan WE 35cm 5+ 3+ 4+
2× Phantom Lances 45cm
MW3+
  • TK
Hail of Splinters 45cm
3× AP4+/AT6+
and (15cm)
Small Arms
  • EA(+2)
Tormentor Blades (bc)
Assault Weapons
  • EA(+3)
  • TK
  • Damage Capacity 4
  • Fearless
  • Jump Packs
  • Reinforced Armour
  • 3 Shadowfields
  • Walker

Critical Hit Effect: The unit’s speed value is reduced to 25cm and it loses the Jump Packs ability. Subsequent critical hits cause one point of damage.

Vessel of Pain WE 30cm 4+ 5+ 4+
2× Phantom Lances 45cm
MW3+
  • TK
2× Long-Barrel Splinter Cannon 45cm
AP5+
Desolator 30cm
2BP
  • D
  • Damage Capacity 3
  • 2 Shadowfields
  • Skimmer

Critical Hit Effect: The unit is destroyed. All units within 5cm are subject to an AP5+ attack.

Raven Fighter AC Fighter 4+ n/a n/a
Twin Dark Lance 30cm
AT4+/AA5+
  • FxF
  • L
Long-Barrel Splinter Cannon 30cm
AP5+/AA5+
  • FxF
Razorwing AC Fighter-Bomber 4+ n/a n/a
Razor Lances 30cm
MW3+
  • FxF
  • Slw
  • TK
2× Long-Barrel Splinter Cannon 30cm
AP5+/AA5+
  • FxF
Horrorfex 15cm
AP6+
  • D
Slavebringer Assault Boat AC/WE Bomber 4+ 6+ 5+
2× Twin Dark Lance 30cm
AT4+/AA5+
  • FxF
  • L
Turreted Splinter Cannons 30cm
AP5+/AA5+
  • Damage Capacity 2
  • Planetfall
  • 1 Shadowfield
  • Transport

May transport eight Talos or infantry units without Mounted; Talos count as two units each; plus four units of Mandrakes. Critical Hit Effect: The unit and all units being carried are destroyed.

Corsair Class Escort SC n/a n/a n/a n/a
Orbital Bombardment n/a
2BP
  • MW
0–1× Pin-Point Attack n/a
MW2+
  • TK(D3)
  • Transport

The Pin-Point Attack may be forfeited to transport three Slavebringer Assault Bolts and one Executor Landing Module plus the units being carried on them.

Torture Class Cruiser SC n/a n/a n/a n/a
Orbital Bombardment n/a
6BP
  • MW
0–1× Pin-Point Attacks n/a
2× MW2+
  • TK(D3)
  • Transport

May transport Six Slavebringer Assault Boats and an Executor Landing Module plus the units being carried on them. The Pin-Point Attacks may be forfeited to transport an additional four Slavebringer Assault Boats and two Executor Landing modules plus the units being carried on them.

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