Dark Eldar Forces


Murkal (Avatar of Malal)

Murkal is a huge figure in the form of a black Eldar-like figure wielding a gigantic sword and a huge Daemonic claw.  He is Death Incarnate.  He goes into battle laughing a maniacal laugh, fighting with a rage that can only be instilled by a god, for he is the incarnation of Malal.

M WS BS S T W I A Ld
6 10 10 8 8 7 10 5 10

Special Invulnerabilities: Murkal is totally immune to the effects of psychic energy in all forms, he is totally unaffected by gas weapons, poisons (including Hellfire shells and toxin grenades), virus, and blind attacks such as photon flash and flare.

Psychology: Murkal cannot be affected by psychology in any form, and will always pass any Ld test he is called upon to take, so no dice are rolled.  He can never be broken, and never needs to take a break test.

Meteoric Body: Murkal's body is made of metals that have been hardened in the Warp, and that carry special properties, giving him a 2+ save on 1d6.  This is not an Aura save, and is modified by save modifiers, but cannot be reduced to a save that is worse that 4+.  Even a hit from a weapon with a high saving throw modifier cannot reduce Murkal's saving throw to worse than 4+.

Terror: Murkal causes Terror, as described in the psychology section of the Warhammer 40,000 rulebook.  Remember that any creature which causes terror automatically causes fear as well.

Berserk Rage: Murkal is subject to the rules for frenzy, as given in the Warhammer 40,000 rulebook.  He has a berserk charge of 3 times normal Movement, not just 2 times, when he charges.  Murkal may still parry with both weapons.

Daemonic Claw

The Daemonic Claw is a gauntlet with long, sharp claws attached to it.  When the Claw is used, a small power field appears around the Claw, giving it the ability to penetrate armour easily.

Short
Range
Long
Range
To Hit
Short
To Hit
Long
Strength Save
Modifier
Damage Armour
Pene.
Special
close combat only - - 9 -6 d6 2d6+d20+9 Close combat.  Parry.

Dark Eldar.................................9 points per model

A Dark Eldar army may contain any number of Dark Eldar squads. Dark Eldar are ferocious raiders and merciless fighters. They are independent, wild and unpredictable, in many ways like the Eldar of old. They are always led by their own Dark Eldar characters.

M WS BS S T W I A Ld
5 3 3 3 3 1 4 1 8

Squad: A squad consists of between 5 and 10 models. One of them will be the squad leader.

Weapons: None.

Armour: Mesh armour (5+ save).

Wargear: Any models may have weapons chosen from the Assault Weapons and Grenades sections of the Dark Eldar Wargear list.

Any models may have lasguns at a cost of 2 points per model or shuriken catapults at a cost of 5 points per model.

Support: The entire Dark Eldar squad may be mounted on jetbikes chosen from the Support section of the army list. Jetbikes may either carry carry two shuriken catapults (20 points per model) or up to one in three may upgrade to a single shuriken cannon (25 points per model).

A squad may ride jetbikes with mixed armament if you wish, or the whole squad may ride identically armed machines, it is up to you.

If the squad rides jetbikes then any Dark Eldar characters who join it must also either a jetbike or a Vyper jetbike. If the character rides a Vyper jetbike then the other rider is an additional Dark Eldar who does not count towards the squad's maximum size.

Special: Note that it is not necessary for all Dark Eldar to be armed identically. You may arm some with laspistols, others with shuriken pistols, some with both - it is up to you to choose how you arm individual models.

Caman......................................17 points per model

Your army may include as many Caman squads as you wish. These are the more experienced Dark Eldar. They have better armour and equipment due to the many raids they have been on.

M WS BS S T W I A Ld
5 4 4 3 3 1 6 1 9

Squad: A squad consists of between 3 and 7 models. One of them will be the squad leader.

Weapons: Laspistol.

Armour: Carapace armour (4+ save, sealed).

Wargear: Any models may have weapons chosen from the Assault Weapons and Grenades sections of the Dark Eldar Wargear list.

Any models may have lasguns at a cost of 2 points per model or shuriken catapults at a cost of 5 points per model.

Support: The entire Dark Eldar squad may be mounted on jetbikes chosen from the Support section of the army list. Jetbikes may either carry carry two shuriken catapults (20 points per model) or up to one in three may upgrade to a single shuriken cannon (25 points per model).

A squad may ride jetbikes with mixed armament if you wish, or the whole squad may ride identically armed machines, it is up to you.

If the squad rides jetbikes then any Dark Eldar characters who join it must also either a jetbike or a Vyper jetbike. If the character rides a Vyper jetbike then the other rider is an additional Dark Eldar who does not count towards the squad's maximum size.

Special: Note that it is not necessary for all Dark Eldar to be armed identically. You may arm some with laspistols, others with shuriken pistols, some with both - it is up to you to choose how you arm individual models.

Shad-Marg Squads......................................22 points.

Your army may include as many Shad-Marg squads as you wish. These are the fiercest and most experienced of the Dark Eldar.

M WS BS S T W I A Ld
5 5 4 3 3 1 6 1 9

Squad: A squad consists of between 3 and 7 models. One of them will be the squad leader.

Weapons: Laspistol.

Armour: Carapace armour (4+ save, sealed).

Wargear: Any models may have weapons chosen from the Assault Weapons and Grenades sections of the Dark Eldar Wargear list.

Any models may have lasguns at a cost of 2 points per model or shuriken catapults at a cost of 5 points per model.

Special: Note that it is not necessary for all Dark Eldar to be armed identically. You may arm some with laspistols, others with shuriken pistols, some with both - it is up to you to choose how you arm individual models.

FortoMure.......................................28 points

Your army may include one FortoMure squad. These are the fiercest and most bloodthirsty of the Dark Eldar.

M WS BS S T W I A Ld
5 5 4 4 3 1 6 1 9

Squad: A squad consists of between 5 and 10 models. One of them will be the squad leader.

Weapons: Laspistol.

Armour: Carapace armour (4+ save, sealed).

Wargear: Any models may have weapons chosen from the Assault Weapons and Grenades sections of the Dark Eldar Wargear list.

Special: Frenzy: FortoMure are subject to the rules for frenzy, as described in the Warhammer 40,000 rulebook.

Note that it is not necessary for all Dark Eldar to be armed identically. You may arm some with laspistols, others with shuriken pistols, some with both - it is up to you to choose how you arm individual models.

Dras Siar...................................23 points per model

A Dark Eldar army may contain any number of Dras Siar squads. These are the searchers in the shadows, the Scouts of the Dark Eldar.

M WS BS S T W I A Ld
5 3 3 3 3 1 4 1 8

Squad: A squad consists of 5-10 Scouts.

Weapons: Needle Sniper Rifle.

Armour: Mesh armour (5+ save).

Wargear: All Dras Siar wear cameoline cloaks, long coats, or cameoline-covered armour (-1 to hit).

Any models may have weapons chosen from the Assault Weapons and Grenades sections of the Dark Eldar Wargear list.

Support: The entire Dark Eldar squad may be mounted on jetbikes chosen from the Support section of the army list. Jetbikes may either carry carry two shuriken catapults (20 points per model) or up to one in three may upgrade to a single shuriken cannon (25 points per model).

A squad may ride jetbikes with mixed armament if you wish, or the whole squad may ride identically armed machines, it is up to you.

If the squad rides jetbikes then any Dark Eldar characters who join it must also either a jetbike or a Vyper jetbike. If the character rides a Vyper jetbike then the other rider is an additional Dark Eldar who does not count towards the squad's maximum size.

Idmuur........................70 points per model

Your army may include any number of Idmuur squads. The Idmuur are heavily armoured and use heavy weaponry.

M WS BS S T W I A Ld
4 4 4 3 3 1 4 1 9

Squad: A squad consists of between 3 and 7 models.

Armour: Idmuur armour (3+ save).

Weapons: Missile launcher with Krak and Frag missiles, shuriken pistol and sword.

Any Idmuur may replace their Missile Launcher with a Lascannon at no additional points cost.

Any model with a missile launcher may be equipped with Melta missiles at a cost of 5 points per model, Anti-plant missiles at a cost of 5 points per model, and/or Plasma missiles at a cost of 5 points per model. You do not have to equip all models with the same combinations of missiles, but you must make a notation of which model has each missile type and you must show it to your opponent if requested.

Wargear: All Idmuur have the Dark Reaper range finder.

Anastari...............34 points per model

Your army may include any number of Anastari squads. The Anastari are equipped with wings that allow them to fly over the battlefield.

M WS BS S T W I A Ld
5 4 4 3 3 1 6 1 9

Squad: A squad consists of between 3 and 7 models.

Weapons: Shuriken catapult, shuriken pistol, Swooping Hawk grenade pack with Frag and Krak grenades and sword.

Wargear: All Anastari have Swooping Hawk wings.

Armour: Anastari armour (5+ save).

Ogryn Squads.....................................................44 points

Ogryns are huge creatures almost twice the height of a man. Ogryns will serve as mercenaries for anyone willing to pay them.

M WS BS S T W I A Ld
6 4 3 5 5 3 4 2 8

Mob: The mob consists of 1-10 Ogryns.

Weapons: Axe or club.

Armour: Primitive armour (6+ save).

Wargear: Any model may be given an exra axe or club at a cost of 1 point.

Any model may be given a ripper gun at a cost of 3 points.

Any model may be given mesh armour at a cost of 3 points.


Back to Codex: Dark Eldar.

(c) Thomas Setzer 1997