The Raider trails numerous long chains and whips, each lined with barbs and hooks to pluck unwary foes from the battlefield as it swoops past. If the Raider passes over an enemy unit during the Movement phase, and does not move more than 12" in total, the unit takes D6 Strength 4 hits, with normal armour saves allowed. Models removed as casualties are treated as prisoners for Victory Points purposes. Slave Snares have no effect on vehicles. Any casualties lost by a unit in the Movement phase are added to casualties from the next Shooting phase for the purposes of working out if they have lost 25% casualties.
Errata — Chapter Approved: Codex: Dark Eldar Q&A (v2.0): A Raider can pass over more than one unit in a single move, inflicting a separate D6 Strength 4 hits against each unit it passes over, and can even hit a lone Independent Character standing on their own (tough luck for them). A Raider with both a Torture Amp and Slave Snares cannot Tank Shock a unit and also hit it with Slave Snares in the same turn — the two are mutually exclusive: Tank Shocking represents the Raider dropping to just above ground level and driving through the unit like a normal tank, while Slave Snares represent it flying over the unit instead.