Dark Eldar Weapons LIST
Close combat weapon | 1 point |
Power weapon | 10 points |
Splinter pistol | 1 point |
Splinter rifle | 2 points |
Frag and Krak Grenades | 3 points* |
*Frag and krak grenades can be taken in addition to a character's normal allowance of weapons.
SPECIAL RULES
HQ Choices
Dark Eldar may always choose at least two HQ picks, no matter what the scenario or mission allows.
Dark Eldar SUMMARY
WS | BS | S | T | W | I | A | Ld | Sv | |
Dark Eldar Lord | 6 | 6 | 3 | 3 | 3 | 7 | 3 | 9 | 5+ |
Dark Eldar Prince | 5 | 5 | 3 | 3 | 2 | 6 | 2 | 9 | 5+ |
Dark Eldar Warrior | 4 | 4 | 3 | 3 | 1 | 5 | 1 | 8 | 5+ |
Caman | 5 | 4 | 3 | 3 | 1 | 5 | 1 | 8 | 3+ |
Darkseer | 5 | 5 | 3 | 4 | 3 | 5 | 1 | 10 | 4+ |
Dark Warlock | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 | 4+ |
Murkal | 10 | 0 | 6 | 6 | 4 | 5 | 3 | 10 | 5+ |
Shad-Marg | 4 | 4 | 3 | 3 | 1 | 5 | 1 | 9 | 3+ |
FortoMure | 4 | 4 | 3 | 3 | 1 | 5 | 2 | 9 | 3+ |
Dark Knight* - Variable | |||||||||
Ainnfel | 4 | 4 | 3 | 3 | 1 | 5 | 1 | 8 | 5+ |
Dras Siar | 4 | 4 | 3 | 3 | 1 | 5 | 1 | 8 | 5+ |
Reaver Jetbikes | 4 | 4 | 3(4) | 3(4) | 1 | 6 | 1 | 8 | 4+ |
Anastari | 4 | 4 | 3 | 3 | 1 | 6 | 1 | 9 | 5+ |
Idmuur | 4 | 4 | 3 | 3 | 1 | 6 | 1 | 9 | 4+ |
Novimarg | 4 | 4 | 3 | 3 | 1 | 6 | 1 | 9 | 5+ |
*Note there are several types of Dark Knight, with different stats.
Armour: | Front | Side | Rear | BS |
Raider | 10 | 10 | 10 | 4 |
GeiranGau | 11 | 11 | 10 | 4 |
WS |
BS |
S |
Armour:
|
I |
A |
||||
OtScurath | 4 | 4 | 5 |
|
5 | 2 |
DARK ELDAR WEAPONS SUMMARY
Ranged Weapons
Weapon | Range | Str. | AP | Type |
Splinter pistol | 12" | 3 | 5 | Pistol |
Splinter rifle | 24" | 3 | 5 | Rapid fire |
Splinter cannon | 24" | 4 | 5 | Assault 4 |
Shredder | 12" | 6 | - | Assault 1 Blast |
Plasma cannon | 36" | 7 | 2 | Heavy 1 Blast* |
Lascannon | 48" | 9 | 2 | Heavy 1 |
*These weapons have additional special rules, see the Weapons section of the Warhammer 40,000 (3rd Edition) rules for more details.
HAND-TO-HAND WEAPONS
Close Combat Weapon: Roll to wound with user's Strength characteristic. Opponent may take armour saves as normal.
Power Weapon: Roll to wound with user's Strength characteristic. Any wounds inflicted by these weapons ignore the opponent's armour save.