|
|||||||||||||||||||||||||||||||||
By Dan Moore, February 10, 2003 e-mail |
|||||||||||||||||||||||||||||||||
Introduction: When the Dark Eldar codex was re-issued last year Mandrakes were given the additional attribute of a +2 cover save modifier. While this was a step in the right direction, it still left Mandrakes far behind other dark eldar units in terms of combat effectiveness versus points cost. The following is my first attempt to correct the situation: |
|||||||||||||||||||||||||||||||||
Unit Description: Mandrake Squad size: 5-10 models 15 pts per model Weapons: Splinter pistol and poisoned blades (wound on 2+) Weapons/Wargear upgrades: Mandrakes may be equipped with haywire grenades at a cost of 4 points per model Squad upgrades: One squad member MUST be upgraded to a Mandrake Sybarite for 8 points. Mandrake Sybarites can be equipped normally from the Dark Eldar Armory
|
|||||||||||||||||||||||||||||||||
Special rules: 1. Mandrake special deployment - this rule is UNCHANGED from the Dark Eldar codex. Three models are taken from the squad and placed on the the battlefield anywhere in the dark eldar deployment zone to represent the possible locations of the squad. Each turn the models can be moved 6". During the start of any dark eldar phase the true location of the Mandrake squad can be revealed by placing the entire squad within 4" of one of the 3 mandrake models that started on the battlefield. In any event the squads location must be revealed by the end of dark eldar turn 3. 2. Shadow-skinned - Exposure to the warp has mutated the Mandrakes so that their skin is chamelion-like which allows them to instantly blend into their surroundings. This is represented by the Mandrakes having a 5+ cover save when in the open. Additionally, the shadow-skinned offer additional benefits in close combat. There are two possible options presented to represent this:
|