Dark Eldar Characters


1 Darkseer......................172 points

Darkseers are the leaders of the Dark Eldar armies and are the most powerful of the Dark Eldar psykers.

M WS BS S T W I A Ld
5 7 7 4 5 4 9 3 10

Weapons: Shuriken pistol.

Armour: Rune armour (4+ unmodified save).

Wargear: The Darkseer may be given up to four Wargear cards.

The Darkseer may be given additional equipment chosen from the Armour, Assault Weapons, Force Weapons, Special Weapons and Grenades sections of the Dark Eldar Wargear list.

Strategy Rating: Darkseers have a Strategy Rating of 4.

Special: An Darkseer is a psyker with a mastery level of 4. Darkseer may use Farseer Only psychic powers and Farseer Only Wargear cards.

Dark Lords.................................52

These are the leaders of the individual Dark Eldar units on the battlefield. For each Dark Eldar unit, you may include up to one Dark Lord of the correct type.

M WS BS S T W I A Ld
5 6 6 4 4 2 8 2 10

Weapons: Shuriken pistol.

Armour: Dark Lord armour (3+ save).

Wargear: A Dark Lord may be given up to two Wargear cards.

A Dark Lord may be given additional equipment from the Dark Lord Wargear (he may only choose wargear that fits his Fiann society), Assault Weapons, Armour, Special Weapons and Grenades sections of the Dark Eldar Wargear list.

Special: A Dark Lord may be given up to two special Exarch warrior powers as described in Codex: Eldar. The points cost for these is summarised on the Dark Eldar Wargear list.

Dark Eldar Warlocks

Warlock.........................53 points
Warlock Champion.........99 points
Warlock Master.............154 points

Troop Type M WS BS S T W I A Ld
Warlock 5 4 4 3 4 1 7 1 9
Warlock Champion 5 5 5 4 5 2 7 1 9
Warlock Master 5 6 6 4 5 3 8 2 9

Weapons: Shuriken pistol

Armour: Rune armour (4+ unmodified save).

Wargear: A Warlock and Warlock Champion may be given up to two Wargear cards. A Warlock Master may be given up to three Wargear cards.

The Warlock may be given additional equipment chosen from the Armour, Assault Weapons, Force Weapons, Special Weapons and Grenades sections of the Dark Eldar Wargear list.

Special: Warlocks are powerful psykers with the following levels of master. Warlock - mastery level 1; Warlock Champion - mastery level 2; Warlock Master - mastery level 3.

Musicians.............................79 points

Musicians travel with the Dark Eldar when they go to war, and inspire them with their songs and the sound of their musical instruments.

M BS WS S T W I A Ld
5 5 5 4 5 2 7 1 9

Weapons: Shuriken pistol

Armour: Mesh (5+ save), Holo-Suit

Wargear: A Musician may take up to two wargear cards. A Musician may take additional weapons from the Armour, Assault Weapons, Special Weapons, and Grenades section of the wargear list.

Special: Any Eldar squad within 8" of a Musicians may take all Ld-based rolls by rolling 3d6 and choosing the best two.

Healer..............................53 points

Healers are a special society of the Warlocks that devote theirselves to the healing arts.

M BS WS S T W I A Ld
5 5 5 4 4 2 7 1 9

Weapons: Shuriken pistol

Armour: Mesh (5+ save), Holo-Suit

Wargear: An Healer may take up to two wargear cards. An Healer may take additional weapons from the Armour, Assault Weapons, Special Weapons, and Grenades section of the wargear list.

Special: Healing Ablity - A Healer may attempt to heal one Dark Eldar per turn. To use the healing ability, the Healer must move into base-to-base contact with the Dark Eldar to be healed during his own turn, and must remain there through the shooting phase and close combat phases doing nothing else. At the end of the CC phase the Healer may do one of the following:

1 Restore 1 wound to a wounded but still living character.
2 Restore a model reduced to 0 wounds to 1 wound on a roll of 5 or 6 on a d6.
3 Restore the vision of any blinded model.
4 Cure the effects of any non-fatal gas type.
5 Negate any psychological effects in a model.

0-1 Murkal (Avatar of Malal).................................................305 points

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

Weapons: Sword and Daemonic claw.

Armour: Meteoric Body (2+ save, never modified to worse than 4+)

Special:

Special Invulnerabilities: Murkal is totally immune to the effects of psychic energy in all forms (he is still affected by Vortex grenades and the Vortex psychic power), 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.

Goracdain...........................................120 points

Goracdain

Troop Type M WS BS S T W I A Ld
Goracdain 5 6 6 4 5 3 8 2 9

Weapons: Shuriken pistol

Armour: Rune armour (4+ unmodified save).

Wargear: A Goracdain may be given up to three Wargear cards.

The Goracdain may be given additional equipment chosen from the Armour, Assault Weapons, Force Weapons, Special Weapons and Grenades sections of the Dark Eldar Wargear list.

Special:

Psychic Scream: The Goracdain can release a psychic scream that will cause every enemy psyker to writhe in agony or be driven insane.   Every enemy psyker within 36" must roll 2d6.  If the psyker rolls equal to or under his Toughness characteristic, he is unaffected by the Psychic Scream.  If he rolls over his Toughness, but equal to or under his Ld characteristic, he is stunned by the scream and incapable of using any Warp cards or taking any actions until the start of the next psychic phase.  Stunned psykers fight in HTH combat with a WS 1.  If the psyker rolls over his Ld, he is driven insane by the Scream and takes no further part in the battle, counting as a casualty for victory points.  The Scream is released in the Goracdain's psychic phase and can be nullified as can any psychic power, but it does not need Warp cards to cast, and it counts as being cast by a fourth level psyker.   The Goracdain may not draw any psychic powers from the psychic powers decks.

0-1 Ogryn Leader
Champion........................................................55 points
Hero...................................................................89 points
Mighty Hero....................................................110 points

If the army includes an Ogryn mob then it may be lead by an Ogryn leader. Most Ogryns are not all that bright, but there are some who are quite intellegent and possess great natural cunnung. These more intellegent Ogryns naturally rise to the top, and are often found leading bands of Ogryn mercenaries.

  M WS BS S T W I A Ld
Champion 6 5 4 5 5 3 5 2 9
Hero 6 6 5 6 6 4 6 3 9
Mighty Hero 6 7 6 6 6 5 7 4 10


Weapons: Axe or Club

Armour: Primitive armour (6+ save).

Wargear: The Ogryn may have up to one Wargear card.

The Ogryn leader may be given an extra axe or club at a cost of 1 point.

The Ogryn leader may have a ripper gun at a cost of 3 points.

The Ogryn leader may be given mesh armour at a cost of 3 points.


Back to Codex: Dark Eldar.

(c) Thomas Setzer 1997