| Abilities |
|---|
| Master Haemonculus:
Wracks are Troop choices in an army that includes Urien Rakarth. Any unit of Grotesques in the same army as Urien Rakarth can be upgraded from S5 to S6 at the cost of +5 Points per model. |
| Meld the Flesh:
Rakarth automatically heals a single wound at the beginning of each of his turns. He cannot exceed his starting value. |
| Father of Pain:
Urien begins the game with a pain token. Furthermore, to represent Rakarth's fleshcrafting, choose D3 units at the beginning of the game. These must be Wrack or Grotesque units. Each of these units gain a pain token. |
| Night Vision:
When the Night Fighting mission special rule is in use, such models may choose to re-roll the test to determine how far they can see, but must abide by the new result. Characters with this rule confer it onto any unit they join, as long as they are part of the unit. Units with this rule confer it onto any characters joining them, as long as they are part of the unit. |
| Power from Pain:
Whenever a Dark Eldar unit with this rule destroys a non-vehicle enemy unit, it immediately gains a 'pain token'. Place a marker with that unit; a coin or other trophy will do. Each pain token confers a special rule to the entire unit, as shown in the list below. For example, a unit with one pain token has the Feel No Pain rule, one with two pain tokens has Feel No Pain and Furious Charge, etc. It might happen that several of your units are involved in a combat against one or more enemy units, which are destroyed because of the assault's results. In this case, you receive one pain token per enemy unit destroyed, and then randomly assign them amongst your units in that combat. Note that pain tokens can be gained by other means - some units even begin the game with one! 1 - Feel No Pain 2 - Furious Charge 3 or more - Fearless If a Dark Eldar unit is joined by one or more characters with pain tokens, all the pain tokens for the unit and characters that have joined it are pooled. If an Independent Character leaves a unit with one or more pain tokens, you must divide them as equally as possible. The owning player decides who gets any remaining tokens. |
| Independent Character:
Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in. Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit! |
| Melee Weapons |
|---|
| Ichor Gauntlet:
The Ichor Gauntlet is a Flesh Gauntlet, except that it is a poisoned weapon (3+). |
| Close-Combat Weapon:
Weapons like chainswords, rifle butts, combat blades, bayonets, etc., do not confer any particular bonus to the model using them. Remember that, in close combat, pistols count as normal close combat weapons and so the Strength and AP of the pistol are ignored. |
| Unit | WS | BS | S | T | W | I | A | Ld | Sv |
|---|---|---|---|---|---|---|---|---|---|
| Urien Rakarth | 5 | 5 | 3 | 5 | 3 | 5 | 3 | 9 | 6+ |
| Weapons | Range | Str. | AP | Type | Notes |
|---|---|---|---|---|---|
| Casket of Flensing | 12" | D6 | D6 | Assault 2D6, One Shot |
| Wargear |
|---|
| Clone Field:
When the bearer is in combat, roll a D3 at the beginning of each round of combat to represent how many clone images are in effect. The result is the number of hits upon the bearer that he may completely nullify that round, just before the roll to wound. The bearer may choose which attacks are nullified. Once the roll to wound is made, though, there's no going back, so choose which attacks to nullify carefully! |