0-1 Dark Eldar Lord
Dark Lords are the leaders and rulers of the Dark Eldar Kabals. They are the best fighters and the best tacticians amongst all the Dark Eldar.
Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |
Dark Eldar Lord | 60 | 6 | 6 | 3 | 3 | 3 | 7 | 3 | 9 | 5+ |
Dark Eldar Prince | 35 | 5 | 5 | 3 | 3 | 2 | 6 | 2 | 9 | 5+ |
Weapons: Splinter pistol.
Options: The Dark Eldar Lord may be given up to two weapons from the Dark Eldar Weapons List.
Raider: If the Dark Eldar Lord and retinue number 10 models or less than they may be mounted on a Raider at an additional cost of +35 points.
SPECIAL RULES Independent Character: Unless accompanied by a retinue (see below), the Dark Eldar Lord is an independent character and follows all the rules for characters given in the Warhammer 40,000 (3rd edition) rules. Retinue: The Dark Eldar Lord may be accompanied by a retinue of his finest warriors. |
Dark Eldar Lord's Retinue
Squad: The retinue consists of between 5 and 10 Dark Eldar (either Warriors or Caman). Weapons: Dark Eldar Warriors are armed with splinter rifles. Caman count as being armed with a splinter pistol and a power weapon. Options: Up to two Dark Eldar Warriors may be armed with either a splinter cannon at +10 points each or a lascannon at +15 points each. Up to two Caman may be armed with a shredder at +10 points each. Musician: One Warrior or Caman may be upgraded to a musician at the cost of +10 points. The musician is armed with a splinter pistol and carries a musical instrument. Any Dark Eldar Squads with models within 12" of the Musician may reroll failed Morale checks. Healer: One Warrior or Caman may be upgraded to a Healer at the cost of +20 points. The Healer is armed with a splinter pistol and close combat weapon. The Healer allows you to ignore the first failed armour save in the Retinue each turn. |
0-1 Darkseer
Darkseers can be the leaders of the Dark Eldar armies or may be included as an optional HQ choice. They are the most powerful of the Dark Eldar psykers.
Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |
Darkseer | 65 | 5 | 5 | 3 | 4 | 3 | 5 | 1 | 10 | 4+ (Rune) |
Weapons: Splinter pistol and Witchblade.
Options: The Darkseer and his retinue may ride a Raider to battle for +35 points.
Bodyguard: The Darkseer may be accompanied by up to Ten Dark Warlocks at an additional cost of +26 points per model.
Wave Serpent: The Darkseer and Dark Warlocks may be mounted in a Wave Serpent (see the Wave Serpent entry at the end of the Troops section).
SPECIAL RULES Independent Character: Unless accompanied by one or more Dark Warlocks, the Darkseer is an independent character and follows all the rules for characters given in the Warhammer 40,000 (3rd edition) rules. Psychic Power - Darksight: At the start of every Dark Eldar turn, the Darkseer may attempt to use his Darksight to foresee the future. The Darksight allows the Darkseer to choose a single enemy unit within 12" that he may force to take all dice rolls of one certain type (shooting rolls or armour saves) at -1 during the Dark Eldar's turn and the following enemy turn. This lasts until the start of the next Dark Eldar turn.
Dark Warlocks: A Darkseer may be accompanied by between 1 and 10 Dark Warlocks. Weapons: Splinter pistol and Witchblade. Character: Dark Warlocks are characters, but may not move on their own. They must remain in a unit with the Darkseer. |
Transport: RAIDER
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. |