0-1 Warp Beast Pack

Source: Codex: Dark Eldar (1998), p. 9

Points/Model WS BS S T W I A Ld Sv
Warp Beast 12 4 0 4 3 1 5 3 3 6+
Beastmaster 15 4 4 3 3 1 6 1 8 6+

Squad: The pack consists of a Beastmaster and between three and five Warp Beasts.

Weapons: The Beastmaster is armed with an agoniser and a splinter pistol. The Warp Beasts must rely on their razor-sharp teeth and claws!

Special Rules

Warp Beasts: Warp Beasts are incredibly fast, even by Dark Eldar standards. They count as being fleet of foot, and may charge up to 12" in the assault phase in the same way as cavalry do. Warp Beasts move through difficult terrain just like infantry. If they move through difficult terrain whilst they are assaulting, they move equal to double the highest dice roll. If the Beastmaster is slain and the pack are forced to fall back, they will return to the warp, and are removed from play.

Beastmaster: Beastmasters are a subsect of the Wych cult that fight against wild creatures in the arenas of Commorragh. They use combat drugs like Wyches, but always receive the 12" assault move result, in order to allow them to keep up with their pack. If the Beastmaster is slain then the pack will move towards the nearest unit (friend or foe) in the Dark Eldar turn, and assault them if they can.