ELITES


0-1 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.

  Points WS BS S T W I A Ld Sv
Murkal 80 10 0 6 6 4 5 3 10 5+

Weapons: Sword and Daemonic claw (No armour saves allowed).

 

SPECIAL RULES

Fearless: Murkal is the living incarnation of a god, and automatically passes all Leadership tests he is required to make.

Character: Murkal is an independent character and follows all the rules for characters given in the Warhammer 40,000 (3rd Edition) rules.

Monstrous Creature: Murkal is a huge and fearsomely strong opponent.  He is treated as a Monstrous Creature and therefore rolls 2D6 for armour penetration and ignores opponent's armour saves in close combat.

Invulnerable: Murkal is an unnatural creature and is very difficult to destroy.  He is treated as being invulnerable and therefore may make an armour save against any and all wounds he takes, even those that normally would pierce his armour or that allow no save to be made.


Shad-Marg Squads

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

  Points WS BS S T W I A Ld Sv

Shad-Marg

19 4 4 3 3 1 5 1 9 3+

Dark Knight

+10 4 4 3 3 1 5 2 9 3+

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

Weapons: Splinter pistol and Close Combat Weapon.

Options: A Shad-Marg squad may have frag grenades at +1 points per model and/or krak grenades at +2 points per model.

Character: One of the squad members may be upgraded to a Dark Knight at an additional cost of +10 points.  The Dark Knight may be given one choice from the Dark Eldar Weapons List.

Raider: If the squad numbers ten models or less then they maybe mounted on a Raider at an additional cost of +35 points.


FortoMure

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

  Points WS BS S T W I A Ld Sv

FortoMure

30 4 4 3 3 1 5 2 9 3+

Dark Knight

+12 4 4 3 3 1 5 3 9 3+

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

Weapons: Splinter Pistol and Power Weapon.

Character: One of the squad members may be upgraded to a Dark Knight at an additional cost of +12 points.  The Dark Knight may be given one choice from the Dark Eldar Weapons List.


 

Transport: RAIDER

  Points Front Armour Side Armour Rear Armour BS
Raider 55 10 10 10 4

Type: Fast, Skimmer, Open-topped.

Crew: Dark Eldar Warriors.

Weapons: The Raider is armed with a lascannon.

Options: The lascannon may be upgraded to a plasma cannon for no additional points cost.

Transport: The Raider may transport up to ten Dark Eldar.


Back to Codex: Dark Eldar.

(c) Thomas Setzer 1998