![]() ![]() ![]() OGC
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CODEX Dark Eldar
Foreword
This is the second version of CODEX Dark Eldar with a 2nd edition rules update by OGC. The
rules have been around for a few years but this is the first time theyve been in print. After extensive
play testing much has changed in this version of the CODEX with a lot of points going down and many
upgrades. The Dark Eldar are now a much more powerful force, worthy of taking on any adversary.
Thanks is given to all those who assisted in play testing our original CODEX and finding out how
badly it needed an overhaul. Happy Raiding!
Contents
3
A Brief History of the Dark Eldar
4
Dark Eldar Armoury
5
Instruments of death
7. The Dark Eldar Army List
8. Dark Eldar Forces
8 Characters
10 Squads
13 - Support
16
Dark Eldar Vehicle cards
17
Special Characters
18
Notes
By Mike Brandon and Luke Greensmith
Original Work by Luke Greensmith and Mike Brandon 2002-4
Version 2.2
Produced by OGC 2005
This book/work is property of OGC and should not be used in any way from commercial purposes.
All the material within this book/work is property and copyright of Games Workshop, including
artwork and reference to background even, that which is original material. Codex, Dark Eldar,
Eldar, Eye of Terror, Games Workshop, Games Workshop logo, Slaanesh, and the Warhammer
40,000 universe are either ®, TM and/or © Games Workshop Ltd 2000-2003, variably registered
in the UK and other countries around the world. All Rights Reserved. Several references and parts
of text are taken directly from GW and appear in the publication to enhance it.
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A brief history of the Dark Eldar
Perversion and cruelty are the norm when dealing with the Dark Eldar. These twisted cousins of the
Eldar have gone to great lengths to sharpen their abilities to inflict pain and injury. They have designed cruel
weapons that maim and poison instead of killing a target outright so that they may take delight in the victim's
writhing agony. The Dark Eldar prefer swift raids to drawn out wars. This is because they are ill equipped for
such actions. Lightly armoured transport vehicles carry squads of Dark Eldar Warriors into combat, where they
disarm and capture as many as they can before returning to their vessels and speeding off. They do possess heavy
weapons of a very potential nature that you must keep an eye out for. Overall this army moves with lightning speed
and then disappears, making proper targeting difficult. Take out the Transport ships, thus slowing down their
advance and retreat. Then obliterate them with big guns, because they are a fragile race and break easily.
-
FROM THE TEACHINGS SPACE MARINE WARFARE INSTRUCTOR BROTHER TYRAD
The Fall
When the Eldar race fell from grace it was plunged into anarchy, crazed individuals roamed the cities
slaughtering anyone and anything they found whilst other groups formed dedicated to nothing more than wild
orgies. Brutalisation and torture was commonplace, and it was from this that the birth of the Prince of Chaos came,
the god that is Slaanesh. The psychic implosion which becalmed warp space brought an end to the Eldars societal
collapse and those who survived fled aboard the huge planet ships the craft worlds, whilst the harlequins and
Exodites found their own paths. But what of the Crone Worlds, the home worlds of the Eldar race? Though those
that stood had drifted into the corrupting fringes of the Eye of Terror, but nevertheless they had survived.
The Crone Worlds
The Crone worlds stand on the edges of the Eye of Terror, half caught in normal space and half caught in
the daemon dwelling energies of the warp. Many stand dormant, ancient Eldar architecture decaying into ruin,
some ambitious Eldar make the journey to these planets searching for ancient treasures, grand relics of their race
but few if any ever make the journey home. There are some Crone worlds that still contain Eldar, though this is not
a symbol of the defiance of the Eldar to accept their doom, these survivors have a far darker nature, they are the
continued embodiment of the Eldar form the time of the fall. They preserve their newfound existence through cruel
acts of slavery, torture and sacrifice.
The Wheel of Fate
When an Eldar dies, his spirit stone is planted in the great dome of crystal seers and through time will
grow into a tall spirit tree, this is the stuff of wraithbone, and what is ultimately the fate of every Eldar. Those who
possess potent psychic ability, the Warlocks and Farseers eventually become a wraith tree without this process of
cultivation. One this tree has fully grown, the soul of the Eldar will travel to the infinity circuit, the wheel of fate,
and this is the true destiny of every Eldar. However during the fall untold numbers of Eldar could not complete this
process and their souls were lost to oblivion, without the sacred grounds of watched over by the greatest of their
race, an Eldar spirit is doomed.
Plight of the Dark Eldar
The Dark Eldar are very much removed from their more noble cousins. Most drastic for them is that
they can no longer reach the infinity circuit and even for the Dark Eldar, not to ascend is a fate worse than death.
And so the Dark Eldar keep their bodies alive, through fear of what will become of them if they do not. To achieve
this end they must harvest souls to make host of and so preserve their lives, however no individual in the galaxy
would simply surrender something as precious as their very spirit. As a result they force victims to surrender their
soul through horrific torture, to such a degree that they would give anything to end it, in particular their very souls.
The Dark Eldar today
The Dark Eldar have become a cruel society, their cruel torture passing over to the everyday rituals of
their society. It is a grim paradox that those who fear death so deeply that they could deal it in such artistic ways.
The Dark Eldar must make raids into the galaxy to capture victims, in order to torture them until they release
themselves. On the battlefield a Dark Eldar can truly prove themselves, and should they fall, a dark Eldar of less
stature will be forced to abandon their bodies through their grim methods to allow the spirits of the greatest
warriors to return as host. The Dark Eldar in ways have surpassed their craftworld brethren, for they have found an
existence beyond their doom although this ultimately leads them to launching horrific terror raids and capturing
victims to face the most terrible fate imaginable.
For more detailed background, see other Games Workshop publications
![]() 4
Dark Eldar armoury
The weapons of the Dark Eldar
Ra
Shrt
nge
Lng
To
Shrt
Hit
Lng
Str.
Dam
.
Save
Mod.
Arm.
Pen.
Special
CLOSE
COMBAT
Agoniser
-
-
-
-
>
1
-
2d6+4
Auto wound on 4+, ignores
armour
DE needle
Pistol
6
12
+1
-
auto
1
-2
D6+3
Str. 3 against non-mortal targets.
Daemons get no daemonic aura as
poison is imbued with ground
wraithbone
Hellglaive
12
-
24
-
+1
-
-
-
3
user
+1
1
1
-2
-3
d6+3
2d6+user(
+1)
Close combat, +1 Str when
charging on a mount. +1 A.
Two hands.
Hydra knives
-
-
-
-
User
1
user
user
Doubles attacks then +1 attack,
2 hands,
Poison Blades
-
-
-
-
User
1
User
User
Auto wounds, toxin
Power Axe
5
6
1
D3
-2
-3
2D6+5
D6+D12+6
2 hands
Power Fist
-
-
-
-
8
1
-4
D6+D20+8
Punisher
-
-
-
-
7
1
-3
d6+d12+7
2 hands
Razorsnare &
Falchion
-
-
-
-
User
+1
1
User
User
can pull any models within 3 into
combat in the shooting phase,
bonus attack on base strength.
Parry. 2 hands
Scissor hand
-
-
-
-
User
1
User
User
Auto wound, +1 attack
Shardnet &
Impaler
-
-
-
-
User
1
User
User
+1 attack, strike 1st on drawn I,
enemy 1 WS, 2 hands
Tormentor helm
6
12
+1
-
3
1
-2
d6+3
Run and fire(-1 to hit) additional
Close combat attack, Incubi only
BASIC
Blaster
6
12
+1
-
8
d6
-4
2d6+8
Destructor
-
-
-
-
4
1
-d6
d6+4
Flamer template
Shredder
-
-
-
-
-
Auto
-2
D6
Flamer template. Beat targets I to
auto wound. +1 to roll if target
fully covered. Metal Flayer.
Splinter pistol
6
12
+1
-
3
1
-2
d6+3
1SD, close combat
Splinter rifle
12
24
+1
-
3
1
-2
d6+3
1SD
Stinger
6
12
+1
-
>
1
-1
d6
2+ to wound living targets, If target is
killed - 2 blast with strength equal to
targets toughness, and a save modifier
equal to armour explosion
HEAVY
Dark Lance
12
36
+1
-
8
d6
-3
2d6+8
1½ template, move or fire. Roll
a D6 for each model on board, on a roll
of 6 they are hit as if by a Splinter
Cannon as Dark Matter phases through
the hull
Disintegrator
12
36
+1
-
7
d4
-4
d6+d4+7
Move or fire
2 template
Splinter cannon
12
24
+1
-
4
1
-2
d6+4
3SD, Move or fire
GRENADE
S
Hallucinogen
grenade
-
-
-
-
-
-
-
-
See main rules
Haywire Bombs
-
-
-
-
3
1
auto
auto
CC Vs vehicles only
Plasma grenade
-
-
-
-
5
1
-2
d6+5
1½ template, see main rules
Scare grenade
-
-
-
-
-
-
-
-
See main rules
![]() 5
Instruments of Death
Cruel and deadly, these weapons are held exclusively by the greatest of the Dark Eldar race, they can
be chosen as wargear cards for characters. Note that DE characters cannot take standard Wargear cards,
Animus Vitae
5 points
After the first close combat kill, the model releases this exploding barbed wire ball, trapping the
downed model in a shackle of agony. Thus driving the model to gain +1 WS and Strength for the rest
of the game.
Archangel of Pain
15 points
Once in any shooting phase, the model may choose to release the Daemon trapped in the rune-encased jar. Its
release is frightening to behold, models with a line of sight within 6 must take an immediate break test with 1
LD in addition to any tests for casualties already made. Note that heavy weapons have only a 90 degree arc of
sight, other infantry have 360. Use once and discard
Dark Eldar Combat drugs
..20 points
At any time you can choose any amount of effects from the table. The drugs are used once and discarded but the
effect can be sustained. You need to test at the start of every turn it has been sustained for. Roll a d6 for each effect
has going, the model loses a wound for each double rolled and if a triple is rolled the model is killed outright.
+1 Movement
+1 Strength
Hatred against all opponents
+1 Weapon skill
Always Strike First (unless charged)
+1 Attack
Use once and discard
Crucible of Malediction
14 points
Used in the shooting phase. The nearest psyker takes a leadership test. If they fail the test they are removed from
play with no save possible. If the nearest psyker fails then the next one repeats the test. This continues until all
psykers are killed or one passes the test. If the psyker is within 12 then they suffer 1 leadership, if they are over
24 away they gain +1 leadership. Move or fire, use once and discard, 1 per army.
Goblet of Spite
.10 points
The model and any unit they are with suffer hatred towards the first enemy they engage in combat (note hatred is
activated as soon as a charge is possible). May only be taken by a Wych.
Gruesome Talismans
.10 points
The holder causes fear.
DE Haywire Grenade
.10 points
Auto penetrates armour on vehicles. Against other models inflicts a single Strength 3 hit with no armour save
possible. 2template. Use once and discard.
Hellion Skyboard
.15 points
Increases riders movement to 8 and they can pass over small obstacles without penalty. May join Hellion unit. May
only be taken by a Wych.
Hellmask
12 points
Models in close combat with the wearer must pass a fear test or be blinded and therefore not attack for the combat.
Mask of the Damned
20 points
Model causes Terror
Metal Shredder Ammunition
5 points
Add +2D6 to armour penetration of weapon being fired or an additional 2 to the armour save. Use once and
discard.
Nightmare Doll
20 points
Model may force the opponent to re-roll the dice when rolling for table edge. If the model does this
then they suffer a strength 3 hit at the start of the game with no saves possible. One per army.
![]() 6
Shadow field
30 points
The wearer gains a 2+ unmodifiable save. If the save is failed then the Shadow field is destroyed. One per army.
Soul Seeker Ammunition
..10 points
When firing with a Splinter rifle, Splinter pistol, Tormentor helm or Hellglaive the firing model ignores cover
modifiers and re-rolls failed rolls to hit.
Terrafex
..15 points
Ra
Shrt
nge
Lng
To
Shrt
Hit
Lng
Str.
Dam.
Save
Mod.
Arm.
Pen.
Special
Terrafex
6
12
-1
-
-
-
-
2 template
This psychology affecting canister launcher causes a fear test against the squad or model effected (normal template
rules apply). If more then 1 model in a squad is affected they suffer 1 leadership. If the squad is at half strength or
less they suffer a further 1 leadership.
Trophy racks
.2 points
After the models 1st kill in hand to hand combat they gain +1 leadership for the rest of the battle.
Twilight Field
.5 points
A more easily produced Shadow Field with only a fraction of the power. While Shadow Fields are rare
gifts a Twilight Field is usually a badge of allegiance rather than a protective field. Their one advantage
is that they require less power to operate and so rarely short out. Bearer gains a 6+ unmodifiable save.
Vexantrope Mask
..5 points
Models wishing to strike the model in close combat suffer 1 to hit. Does not affect those immune to
psychology or models that cause fear.
Webway portal
.30 points
If you take a Webway portal then you may hold back any units in reserve. The Webway portal can be activated at
the start of Dark Eldar movement phase. When activated place a 2 template next to the user. Units in reserve can
then be moved onto the battlefield from this point with no risk of scattering. See Warp Spider rules for being lost
in the warp (death on D10 roll of 1). If the model holding the Webway portal is killed then the units in reserve
count as delayed (they move onto the players deployment edge in the next movement phase).
Xenospasm
..25 points
Ra
Shrt
nge
Lng
To
Shrt
Hit
Lng
Str.
Dam.
Save
Mod.
Arm.
Pen.
Special
Xenospasm
6
12
-1
-
-
-
-
1½ template
This psychology affecting canister launcher causes a fear test against the squad or model effected (normal template
rules apply). If more then 1 model in a squad is affected they suffer 2 leadership. If the squad is at half strength or
less they suffer a further 1 leadership. If striking a Psyker, the energy release from the shattering wraithbone
causes D3 wounds if you can roll over their mastery level. Does not work on Dark Eldar models.
A note on the masks
Wargear must be modelled onto a model, so logically you cannot have more than one mask on a model. For
inspiration on masks see the Dark Eldar Lord model or Commander Dante etc. Attempts to model tri-faces
should be dismissed!
![]() 7
THE DARK ELDAR ARMY LIST
The Dark Eldar are chosen in the normal way and are subject to the restrictions detailed in WH40k OGC edition.
Strategy Rating
The Dark Eldar are principally raiders and avoid sustained battles at all costs. Dark Eldar have a strategy rating of
4, and this is doubled for the deployment roll, if the Dark Eldar win it they pick a side but deploy second,
representing the Dark Eldar picking the position with which to attack from, their lesser strategy rating comes on
account of great commanders being prepared for their attack.
Mission Cards
Dark Eldar attack with very different objectives in mind to other races, and so some mission cards will be modified
and some cannot be taken. The Dark Eldar may draw from the following mission cards:
Dawn Raid Representing a slave Raid
Drop Zone Clearing the way for extracting slaves
Engage & Destroy Smash the enemies defending the populace
Guerrilla War Capture enemies in combat for use as slaves
Terror Raid*
Witch Hunt Representing the Dark Eldars hatred and jealousy of the psychic gift
Note also that Dark Eldar can only attack in the Bunker Assault mission.
*Terror Raid is a new mission and depicts a Dark Eldar force striking fear into an enemy army to make them more
willing; to surrender themselves when the main attack arrives.
Each break test failed by the enemy score an extra victory point as the enemy become increasingly
petrified of the Dark Eldar. Once these are captured they will surrender their spirits more easily. Points are only
scored if the unit fleeing has a base LD value of 7 or higher, lesser individuals are simply too weak to be of any
use. Shaken Space Marines must flee, being shaken does not count they are far too devout to surrender so easily,
however Dark Eldar score 2 victory points for forcing a Space Marine squad to flee, they are particularly prized
individuals. 2 victory points are also scored for breaking characters; again these are particularly prized
individuals. Redraw this mission if facing Tyranids or Necrons.
Unit failing break test with LD 7 or higher - +1 Victory Point
Strategy Cards
Certain strategy cards require an army to have already been deployed to the battlefield or have certain artillery
reserves. Dark Eldar must re-draw the following cards Ambush, Barrage, Bombing Run, Booby Traps, Forced
March, Minefield, Sabotage and Strafing Run.
Wargear List
Assault weapons
Agoniser
15 points
Close combat weapon
.1 point
DE Needle Pistol
.15 points
Poison blades
..5 points
Power axe
...7 points
Power fist
...10 points
Punisher (no other weapons may be used)
.7 points
Splinter pistol
.2 points
Wych Only
Hellglaive (no other weapons may be used).12 points
Hydra knives
.
..4 points
Razorsnare & Falchion
.
.6 points
Shardnet & Impaler
.
..3 points
Haemonculi Only
Scissor hand
...
8 points
Grenades
Haywire bombs
..6 points
Scare grenades
2 points
Hallucinogen grenades (Characters only)
..7 points
Plasma grenades (Characters only)
3 points
Basic weapons
Blaster
8 points
Shredder
14 points
Splinter rifle
..3 points
Destructor (Haemonculi only)
9 points
Stinger (Haemonculi only)
10 points
Heavy weapons
Dark lance
.20 points
Disintegrator
..20 points
Splinter cannon
..15 points
![]() 8
Dark Eldar Forces
Characters
You cannot spend more than 50% of the army total points value on characters and can only
choose characters according to the guidelines given in WH40k OGC edition. Note that you
cannot have an Archon and a Wych Archite. If you choose a Wych Archite the army counts as
a Wych Army instead of a Lord army, and has its strategy rating reduced to 3 when rolling for
first turn. (Note it is still doubled!)
0-1
Lord Archon
..79 points
The Archon is the most vicious and ruthless of all in the Dark Eldar army. They have been elevated to such high
status through countless instances of backstabbing and black-hearted acts. Counts as a Commander choice
Troop type
M
WS
BS
S
T
W
I
A
LD
Archon
5
7
7
4
4
3
8
3
10
Weapons
Splinter pistol
Armour
Lord armour (4+ save)
Wargear cards
Up to 3 Wargear cards
Wargear
May take weapons from the assault, grenade and special lists. May be mounted on a Reaver
Jetbike for +25 points.
Special rules
Troops within 10 can use Archon Leadership (except Grotesques that need to be
led to benefit)
0-1 Wych Archite
.89 points
If you have a Wych army you must take an Archite or Dracite to lead it. Consequently your army will
then be a Wych Army. Takes up a Commander choice.
Troop type
M
WS
BS
S
T
W
I
A
LD
Wych Archite
6
7
7
4
4
3
9
3
10
Weapons
Splinter pistol
Armour
None
Wargear cards
Up to 3 Wargear cards
Wargear May take weapons from the assault, grenade and special lists
Special
Wych: -1 to hit (shooting and close combat), 6+ unmodified save Vs template weapons (move
to nearest template edge)
Troops within 10 can use Wych Lord Leadership.
The Archite has Wych combat drugs and rolls her own effect at the start of the battle rolling
3D6 and choosing either result. If leading a Wych squad at the start of the battle this result also
applies to the Wyches but the Archite may never leave the unit.
Lord Dracon
..48 points
Counts as a Hero choice. Cannot be taken in a Wych army.
Troop type
M
WS
BS
S
T
W
I
A
LD
Dracon
5
6
6
4
4
2
7
2
9
Weapons
Splinter pistol
Armour
Lord armour (4+ save)
Wargear cards
Up to 2 Wargear cards
Wargear
May take weapons from the assault, grenade and special lists. May be mounted on a Reaver
Jetbike for +25 points.
Wych Dracite
.64 points
Wych Cults are every bit as ambitious and keen to expand their power as any of the Kabals. If you have a Wych
army you must take an Archite or Dracite to lead it. Consequently your army will then be a Wych Army. Takes up
a Hero choice. Can only be taken in a Wych army.
Troop type
M
WS
BS
S
T
W
I
A
LD
Wych Dracite
6
6
6
4
4
2
8
2
9
Weapons
Splinter pistol
Armour
None
Wargear cards
Up to 2 Wargear cards
Wargear
May take weapons from the assault, grenade and special lists
Special
Wych: -1 to hit (shooting and close combat), 6+ unmodified save Vs template weapons (move
to nearest template edge)
The Dracite has Wych combat drugs and rolls her own effect at the start of the battle rolling
2D6 and choosing either result. If leading a Wych squad at the start of the battle this result also
applies to the Wyches but the Dracite may never leave the unit.
![]() 9
Haemonculus
.42 points
Haemonculi delight in the art of delivering pain. They know all forms of torture for every race in the galaxy, and newly found
races only bring new discoveries of pain to delight them. They treat the infliction of misery and death as the highest of arts.
Counts as a Hero choice. A Wych army may not take a Haemonculus.
Troop type
M
WS
BS
S
T
W
I
A
LD
Haemonculus
5
5
5
3
4
2
4
1
8
Weapons
None
Armour
Mesh armour (5+ save)
Wargear cards
Up to 1 Wargear card
Wargear
May take Haemonculi only weapons and grenades
Incubi Master
.54 points
The presence of an Incubi Master suggests something sinister to the Incubis presence on the battlefield, they are present for
another purpose other than just protecting their commander. Counts as a Hero choice. Must lead an Incubi squad
Troop type
M
WS
BS
S
T
W
I
A
LD
Incubi Master
5
6
4
4
4
2
7
3
10
Weapons
Punisher & Tormentor Helm
Armour
Incubi armour (3+ save)
Special
An Incubi Master will always lead an Incubi Retinue, in addition the retinue does not have to
be joined by the commander. A master however can never lead the army, he is simply the
leader of his own masters bodyguard but may have a greater purpose to carry out other than
protection.
Sybarite
.20 points
Veteran Warriors who have earned the status of leading a squad into battle. Counts as a Hero choice. Must lead either
a Warrior or Scourge squad (+10 points).
Troop type
M
WS
BS
S
T
W
I
A
LD
Syrabite
5
5
5
3
3
1
6
1
9
Weapons
Splinter Pistol
Armour
Mesh armour (5+ save)
Wargear cards
Up to 1 Wargear card
Wargear
May take weapons from the Assault, Basic and grenade sections
If leading a scourge squad then Syrabite has a Jump Pack
Succubus
.29 points
A succubus is a deadly veteran of gladiatorial combat. Her knowledge of battle makes her invaluable to her accompanying
brethren allowing her to recognise and manipulate their psyche in combat. Counts as a Hero choice. Must lead either
a Wych squad, Hellions (+15 points), or a Jetbike (+15 points).
Troop type
M
WS
BS
S
T
W
I
A
LD
Syrabite
6
5
5
3
3
1
7
1
10
Weapons
Splinter Pistol
Armour
None
Wargear cards
Up to 1 Wargear card unless leading Hellions or jetbikes.
Wargear
May take weapons from the Assault and grenade sections
If leading a Hellion squad then Succubus has a Skyboard
If leading a Jetbike squad then Succubus is mounted on a Jetbike
Special
Wych: -1 to hit (shooting and close combat), 6+ unmodified save Vs template weapons (move
to nearest template edge). Does not apply on Jetbike.
Combat Drugs: If led by a Succubus a Wych squad may roll 2 dice on the combat
drugs table and choose the desired result. Do not apply on Jetbike.
![]() 10
Squads
You must spend at least 25% of the army total points value on squads. Note the guidelines
required for some squads.
Dark Eldar Warrior Squad
..
...15 points per model
Dark Eldar Warriors form the majority of an invasion force. They are very agile like the Eldar, and just as delicate. They rely
heavily upon swift manoeuvres as well as hit and run tactics. Once the enemy has been crippled they haul off prisoners for the
cruel amusement of others back in their realm of Commorragh.
A Lord army may include any number of Dark Eldar Warrior Squads. A Wych army may have one Warrior squad
for every Wych squad in the army
Troop type
M
WS
BS
S
T
W
I
A
LD
Warrior
5
4
4
3
3
1
5
1
8
Squad
A Warrior Squad consists of between 5 and 10 models.
Weapons Splinter rifle
Armour Mesh armour (5+ save)
Wargear Up to two models may be armed with a basic weapon or heavy weapon.
0-1 Incubi Retinue
..
...33 points per model
The Incubi are the elite warriors of the Dark Eldar and form the bodyguard retinues for important figures.
Incubi must be led by an Archon, Dracon, or Incubi Master
Troop type
M
WS
BS
S
T
W
I
A
LD
Incubi
5
5
4
3
3
1
6
2
9
Squad
An Incubi Retinue consists of between 3 and 9 models.
Weapons
Punisher & Tormentor Helm
Armour
Incubi armour (3+ save)
Wargear
Up to one model may be armed with a blaster or shredder
Special
Bodyguard: Unless led by a master the retinue must be joined by the army commander and the
character can never leave the Incubi unit, in effect they count as a squad for the entire game
Grotesques
.17 points per model
Grotesques are abominations in every right. They are a mix of disgusting self-experimentation or the product of cruel torture
experiments. Some have amputated limbs that have been replaced by slicing hooks and blades, and all are horribly disfigured and
scarred. A Dark Eldar army may take any number of Grotesques, a Wych army may take none.
Troop type
M
WS
BS
S
T
W
I
A
LD
Grotesque
5
4
0
4
4
2
3
2
5
Squad
A Grotesques Squad consists of between 5 and 10 models
Weapons
none
Special
Stupidity
Cause fear
Can only be led by a Haemonculi and may never use the generals LD
Mandrakes
.23 points per model
Clothed in an advanced form of cameoline, Mandrakes are difficult to spot until it is too late. They can blend with the shadows
and surrounding area, even in open terrain. They crave nothing but blood and the rending of flesh, preying even on their own
kind. A Dark Eldar Army may include any number of Mandrakes Squads, though they do not count toward the
minimum squad requirement or against the vehicle limit.
Troop type
M
WS
BS
S
T
W
I
A
LD
Mandrake
5
4
4
3
3
1
5
1
8
Squad
A Mandrakes Squad consists of between 5 and 10 models
Weapons
Splinter pistol
Wargear
Any model may be equipped with Assault weapons.
Special rules
Shadow skinned: -1 to hit them short range, -2 to hit them long range
Hidden deployment: Always deploy first
Deploy 3 Mandrake models
As soon as one is located or detected deploy the Mandrakes squad
in any of the 3 places. They must be revealed by turn 3.
![]() 11
Scourges
21 points each
Scourges take the idea of jump pack mounted assault troops and twist it around to fit their own devious ways.
Instead of short ranged pistols and chainswords they instead carry heavy weapons. Scourges fit into the Dark Eldar
army perfectly, blending swiftness and firepower.
A Dark Eldar army may have any number of Scourge squads
Troop type
M
WS
BS
S
T
W
I
A
LD
Scourge
5
4
4
3
3
1
5
1
8
Squad
A Scourge squad consists of 3 to 5 Scourges.
Weapons
Splinter Rifle
Armour
Mesh armour (5+ save)
Wargear
All members of the squad have Jump packs. Any Scourge may take a Heavy weapon.
Wyches
...22 points per model
Wyches carry an array of gladiatorial weaponry and short ranged blasters that enhance their combat effectiveness. In addition to
this they take combat drugs that further boost their already finely honed skills. A Wych Army may include any number of
Wych squads. A Lord army may have one Wych squad for every Warrior squad in the army
Troop type
M
WS
BS
S
T
W
I
A
LD
Wych
6
4
4
3
3
1
6
1
9
Squad
A Wych Squad consists of between 5 and 10 models
Weapons
Splinter pistol
Armour
None
Wargear
Up to 1 model may be given a special weapon.
The entire squad may be given grenades and weapons from the Assault section of the list
Special
Wych: -1 to hit (shooting and close combat), 6+ unmodified save Vs template
weapons (move to nearest template edge)
Combat drugs: The Wych squad gets an effect randomly chosen from the table
below. The effect is determined at the start of the battle and lasts until the end.
d6
Effect
1
Charge range tripled if they can make it into combat, normal if out of range.
2
+1 WS
3
+1 S
4
Always strike first (unless charged)
5
Hatred against all opponents
6
+1 Attack
0-1 Warp Beast Pack
.44 points then 17 points per Warp Beast
These daemonic beasts a dedicated to close quarters fighting were they excel at rending the foe apart. Though they
rely on the presence of the Beastmaster, else they risk being banished to the warp.
If your army includes Wyches then you may take up to 1 Warp Beast Pack per army.
Troop type
M
WS
BS
S
T
W
I
A
LD
Warp Beast
6
5
0
4
3
1
5
3
3
Beastmaster
6
5
5
3
3
1
6
1
9
Squad
A Warp Beast Pack consists of 1 Beastmaster and between 3 and 5 Warp Beasts
Weapons
Beastmaster armed with an Agoniser and Splinter pistol
Armour
Warp Beast: (4+ daemonic aura save)
Beastmaster: Wych: -1 to hit (shooting and close combat), 6+ unmodified save Vs
template weapons (move to nearest template edge)
Special
Warp Beast: May charge 18 if they can reach combat, if not 12. If the Beastmaster
is slain and the Warp Beasts fail a leadership test they return to the warp and are
effectively wiped out.
Warp beasts have the same vulnerabilities and immunities as daemons
Beastmaster: A Wych that always has option 1 of the Wych Combat Drugs. If s/he is
killed then the Warp Beasts will charge towards the nearest unit, friend or foe, each
Dark Eldar turn.
![]() 12
Hellions
..30 points each
Hellions ride upon personalized skyboards that achieve high speeds and still manage to perform difficult turning manoeuvres
with ease. They will often perform flank attacks and surprise attacks from what was thought to be a previously safe quarter.
A Dark Eldar army may take up to 1 Hellion squad, a Wych army may take any number.
Troop type
M
WS
BS
S
T
W
I
A
LD
Hellion
8
4
4
3
3
1
6
1
8
Squad
A Hellion squad consists of 3 to 10 Hellions
Weapons
A Hellion is armed with a Hellglaive and a Hellion Skyboard
Armour
None
Wargear
Up to 1 Hellion may take a basic weapon. The entire squad may be equipped with haywire
Bombs at a cost of + 6 pts per model
Special
A Hellion Skyboard may move over difficult terrain without penalty
Wych: -1 to hit (shooting and close combat), 6+ unmodified save Vs template
weapons (move to nearest template edge).
Wych Combat Drugs, must re-roll option 1
Hit and Run: Instead of engaging combat, may make a single strike at the enemy by moving
over them in the movement phase, worked out like a normal CC attack. Does not count as
charging.
Reaver Jetbike Squad
...40 points per model
The Dark Eldar Jetbike will more often than not be viewed as a blur. They will range ahead, blast apart exposed squads and
assault weakened or retreating units causing carnage anywhere at a moments notice.
A Dark Eldar army may have any number of Reaver Jetbike Squads
Troop type
M
WS
BS
S
T
W
I
A
LD
Reaver
5
4
4
3
3
1
6
1
8
Squad
A Reaver Jetbike consists of between 3 and 5 Reaver Jetbikes with 1 Dark
Eldar rider as crew.
Weapons
Splinter Cannon with 90 degree arc and a turbo booster which can be used in
the shooting phase instead of shooting to move 2D6 straight forward
Wargear
Any model may take assault weapons. Up to 2 models may take basic
weapons.
Ram Value
Strength 5, D4 damage, -2 save.
SPEEDS; SLOW
10
COMBAT
18
FAST
35
TYPE
Skimmer
HIT LOCATIONS
D6 1-2
Rider
No armour, see below
3-6
Jetbike
Front armour: 12
Side/rear: 10
Warrior
Rider hit as normal for a crewman and has a 5+ armour save
Jetbike
D6 1
The Splinter cannon is destroyed
2
The jet is damaged, can only move at slow speed
3
Damaged controls. Start of turn 4-6 normal control, 1-3 move out of control
4
Engine fails. Crash d6 away in random direction. Anyone hit takes d3 S6 hits with
2 save modifier. Driver can jump off like dismounting passenger
5
Engine explodes killing the rider. Lands 2d6 away in random direction. Anyone hit
takes d3 S6 hits with 2 save
6
Fuel catches fire killing rider. Moves out of control then explodes. Anything within
3 takes d3 S8 hits with 3 save
![]() 13
Support
You cannot spend more than 50% of the army total points value on support and can only choose support vehicles
according to the guidelines given in WH40k OGC edition which are basically, one vehicle or vehicle squadron per
squad in the army. Dark Eldar will only ally with other Dark Eldar.
Dark Eldar Raider
75 points
The Dark Eldar Raider is the main transport vehicle found Dark Eldar armies. They are a common sight on the battlefield as it
serves the Dark Eldar's need for a speedy battle plan. Raiders are fast, manoeuvrable, and can hold up to ten Dark Eldar. They are
driven to a drop point where it disgorges its payload while providing a bit of covering fire. Once the horrible deeds have been
committed by the passengers, they return and zip off to the rear lines.
A Dark Eldar army may have any number of Raiders.
Troop type
M
WS
BS
S
T
W
I
A
LD
Warrior
5
4
4
3
3
1
6
1
8
Crew
2 Dark Eldar Warriors, 1 Driver and 1 Gunner, Wearing Mesh Armour (5+ save).
Crew also carry Splinter Pistols.
Weapons
Either a Dark Lance or Disintegrator with 180-degree fire arc
Transport
As many Dark Eldar models that can reasonably fit on (counts as 10 for formal
purposes)
Special
Passengers & Crew gain +1 to their armour save whilst on board a DE vehicle on
account of the various plates designed to provide protection without compromising
the vehicles integrity. If a DE vehicle is destroyed, all passengers immediately
disembark taking strength 3 hit to represent DE vehicles being designed for such
eventualities. Scaling nets offer no bonus in this situation.
Ram Value
Strength 5, D4 damage, -2 save.
SPEEDS; SLOW
10
COMBAT
18
FAST
35
TYPE
Skimmer
HIT LOCATIONS
D6 1-2
Crew
No armour, see
below
3-6
Raider
Front armour: 13
Side/rear: 11
d6
Raider damage
1
The heavy weapon is destroyed
2
The heavy weapon is destroyed
3
Damaged controls, at start of turn 4-6 control gained, 1-3
goes out of control
4
The engine cuts out and the Raider crashes to the ground,
2d6 in a random direction. Anything beneath it when it
crashes takes d3 S6 hits with 2 saving throw mod. The crew
can jump off like dismounting a moving vehicle.
5
Engines explode killing the crew. the Raider crashes to the
ground, 2d6 in a random direction. Anything beneath it
when it crashes takes d3 S6 hits with 2 saving throw mod.
6
Fuel catches fire killing the crew. Raider moves out of
control next turn and explodes. Everything within 3 takes
d3 S8 hits with a 3 saving throw modifier.
Crew
Riders are hit as normal for crewmen and have a 5+ armour save. Nearest always
hit.
![]() 14
Dark Eldar Ravager
115 points
The Ravager is based upon the Raider Transport vehicle's chassis, with more of an emphasis on weaponry than troop
transportation. It brandishes three Dark Lances or Disintegrators, as well as great speed and manoeuvrability. This means it can
relocate on the battlefield quickly and attack nearly any target it wishes.
A Dark Eldar army may have any number of Ravagers.
Troop type
M
WS
BS
S
T
W
I
A
LD
Warrior
5
4
4
3
3
1
6
1
8
Crew
4 Dark Eldar Warriors, 1 Driver and 3 Gunners, Wearing Mesh Armour (5+ save)
Crew also carry Splinter Pistols.
Weapons
Any combination of 3 Dark Lances and/or Disintegrators with 180-degree fire arcs
Special
Passengers & Crew gain +1 to their armour save whilst on board a DE vehicle on
account of the various plates designed to provide protection without compromising
the vehicles integrity.
Ram Value
Strength 5, D4 damage, -2 save.
SPEEDS; SLOW
9
COMBAT
16
FAST
31
TYPE
Skimmer
d6
Location
Front Armour
Side/rear Armour
1-3
Crew
-
-
4-6
Ravager
14
12
Crew
Riders & Passengers are hit as normal for crewmen, crew have a 5+ armour save.
Nearest always hit.
d6
Ravager damage
1
The nearest heavy weapon is destroyed
2
The nearest heavy weapon is destroyed
3
Damaged controls, at start of turn 4-6 control gained, 1-3
goes out of control
4
The engine cuts out and the Ravager crashes to the ground,
2d6 in a random direction. Anything beneath it when it
crashes takes d3 S6 hits with 2 saving throw mod. The crew
can jump off like dismounting a moving vehicle.
5
Engines explode killing the crew. the Ravager crashes to the
ground, 2d6 in a random direction. Anything beneath it
when it crashes takes d3 S6 hits with 2 saving throw mod.
6
Fuel catches fire killing the crew. Ravager moves out of
control next turn and explodes. Everything within 3 takes
d3 S8 hits with a 3 saving throw modifier.
![]() 15
Talos
..
..125 points
The Talos is an insane creation of the Haemonculi that is essentially a mobile torture device. It hovers
across the battlefield snatching up victims with its claws and skewering them to its hull like sick
trophies. It steadily moves forward, all the while firing wildly from it's scorpion-like tail. A standard
army may take any amount of Talos if the army includes at least 1 Haemonculus.
Troop type
M
WS
BS
S
T
W
I
A
LD
Talos
8
5
3
7
-
3
4
D6
-
Ram Value
Strength 6, d6 damage, -3 save
Type
Anti-grav robot (Treat as a dreadnought with 2 ground clearance skimmer rules)
Weapons
Talos Sting Fires 6 shots like Scatter laser, but at the nearest enemy
models in 90-degree fire arc 1 hit per model (extra hits wasted). [Wildfire]
Ra
Shr
nge
Lng
To
Shr
Hit
Lg
Str.
Dam
Save
Mod
Arm.
Pen.
Special
Talos
Sting
24
-
-
-
4
1
-2
d6+4
6 shots,
Wildfire
Talos Claws Uses Talos Strength, but gets d6 Attacks (+1 when charging). Against
vehicles it does only 1 Attack on the vehicle and each extra Attack gives +1 Armour
Penetration. For example Rolls a 3 against a vehicle giving it a penetration roll of
D10(strength bonus)+7(strength)+3(D6)+1(charging). In addition, this attack always hits a
vehicle on a 2+ at worst.
Power Source
The Talos is powered by victims tortured inside it. If the Talos Wounds are
reduced to 0 it runs out of power and crashes to the ground d3 in a random direction
and is effectively destroyed. A Talos is also invigorated by capturing new victims, for
each mortal kill in close combat the Talos restores a single wound and this can take it
above its starting wounds total.
d6
Location
Front Armour
Side/rear Armour
1-2
Talos Sting
15
15
3
Left Claw
15
15
4
Right Claw
15
15
5-6
Talos
15
15
d6
Talos Sting
1
The Ammo feed is damaged, -1 shot a turn
2-3
Jammed or partially destroyed, 4+ to fire
4-5
The Sting is destroyed
6
The Sting is blown off. Lands 2d6 away (S5, d4 dam, 2
save). Secondary explosion in the Talos
d6
Claw damage
1-2
Jammed or partially destroyed, 4+ to use or 1 Attack
3-5
The Claw is destroyed, -1 Attack
6
The Claw is blown off. Lands 2d6 away (S5, d4 dam, 2
save). Secondary explosion in the Talos
d6
Talos damage
1
The Talos goes crazy. 4+ normal, 1-3 if model in charge
range it charges or moves towards nearest model and fires at
the nearest models, friend or foe
2
The victims are hit, -1 Wound
3-4
The Talos bursts into flames. At start of every turn roll a d6,
1-2 explodes (all within 3 d6 S10, -3 save), then 4+ -1 W.
5
Victims killed, see Power Source
6
Talos explodes, all within 3 d6 S10, -3 save
16
Dark Eldar vehicle Cards
The following are vehicle cards that can be equipped to Dark Eldar vehicles in the normal way. If
choosing vehicle cards for a squad, each vehicle in the squad must be equipped with the same type. Only Dark
Eldar may use these vehicle cards. Remember, the cards must be represented on the vehicles themselves. Dark
Eldar do not use the conventional Vehicle cards.
Dark Matter Regulator
10 points
Controlling the fire rate of the Splinter weapons, this allows a single jam on a weapon to be re-
rolled each turn. The second result stands. One per weapon.
Horrofex
15 points
Created from captured Eldar wraithbone, the Horrofex may be fired like a storm bolter by the
driver and any hits count as psychic attacks. Eldar psykers hit by this weapon lose their unmodified save.
Ravager and raider only.
Night Shield
20 points
The vehicle's open deck is covered by a wide-area shadow field, enveloping the
vehicle in darkness and hiding its true location. This has the effect of adding 6" to the range
from enemy units wishing to fire at a vehicle with a Night Shield. This may put the vehicle out
of range, in which case the shooting automatically misses. It has no effect on template,
ordnance or barrage weapons.
Scaling Nets
10 points
Disembarking troops subtract 2 from the strength of a hit for laving a fast moving vehicle.
Raider only, if chosen cannot have scythes or slave snares.
Screaming Jets
20 points
Allows the vehicle to fly high, removing it from the table in the movement phase and then
coming on from any point of the table in the next Dark Eldar movement phase at fast speed. This is
ridiculously dangerous on a battlefield situation due to elctro-magnetic interference and bullets and
smoke flying just about everywhere. At the start of each dark Eldar turn, if the vehicle is flying high then
it makes one automatic roll on its damage chart exactly as if it had been penetrated.
Scythes
5 points
Exactly as their standard counterpart as noted in the 40k 2nd edition rulebook. Can be chosen
by all but the Talos. If chosen cannot have slave snares or scaling nets.
Slave Snares
15 points
If the vehicle moves at slow speed, each model it passes over takes a strength 4 hit with a 1
Save as they are gripped by trailing hooks. Raider only, If chosen cannot have scythes or scaling nets.
Torture Amp
30 points
During battle a Haemonculus tortures captured slaves and traps their screams in
special voiceboxes. These cries of agony are filtered through complex projectors to create a
wave of terrifying sonic energy around the vehicle. The vehicle causes terror. Raider and
Ravager only.
Trophy Racks
15 points
The Raider is adorned with skeletons and skulls impaled on staves, while prisoners
taken in battle are tied to its decks with barbed filaments. Subtract 1 from the LD value of
all enemies within 6. This is not cumulative.
![]() 17
Special Characters
The following section presents the rules for the Dark Eldar special characters. OGC does not promote the use of
Special Characters but if you are looking for an occasional twist or story theme then the characters here can add to
your games, although legal in the sense that these rules are approved, opponents must be consented first before
these models can be fielded. For more background on these characters see other Games Workshop Dark Eldar
related publications.
Asdrubael Vect, Supreme Lord of the Kabal of the Black Heart
290 points Commander Choice
Troop type
M
WS
BS
S
T
W
I
A
LD
Asdrubael
5
7
7
4
4
4
8
4
10
Bodyguard
5
5
5
3
3
2
6
2
9
Squad
Vect is accompanied by 2 bodyguard, they begin the battle on the Dais of Destruction
Weapons
Power Axe & Splinter pistol
Armour
Lord armour (4+ save)
Wargear
Dais of Destruction: A Ravager but the crew have BS 5. In addition it has transport space for
Vect and his guard.
Special rules
Energy Field: -D6 to all penetrating hits on the Dais
Kruellagh, Archon of the Emasculators
110 points Commander Choice
Troop type
M
WS
BS
S
T
W
I
A
LD
Kruellagh
5
7
7
4
4
3
8
3
10
Weapons
Terrorfex, Splinter Pistol, Soul Flayer (poisoned blades but for each kill add +1 to Kruellaghs
attacks for the next combat round only)
Armour
Lord armour (4+ save)
Wargear
Hell Mask
Lelith Hesperax, Leader of the Wych Cult of Strife
149 points Commander Choice (Wych)
Troop type
M
WS
BS
S
T
W
I
A
LD
Lelith
6
8
7
4
4
3
10
4
10
Weapons
Hydraknives, Falchion & Razorsnare, Shardnet & Impaler, Splinter Pistol
Armour
None
Wargear
Shadow Field
Special
Wych
Combat Mistress: At start of each combat may chose any combination of weapons
Combat Drugs: May choose any result form Wych Drug table, and may be accompanied by
one unit of Wyches acting as bodyguard who also have the effect
Drazhar, Master of Blades
62 points Hero Choice
Troop type
M
WS
BS
S
T
W
I
A
LD
Drazhar
5
6
4
4
4
3
8
3
10
Incubi
May only be a part of an Incubi Retinue and may never leave the unit
Weapons
Disemboweller Blades (Str. 6, -3 save, D3 damage). Tormentor Helm
Armour
Incubi Armour (3+ save)
Wargear
Shadow Field
Special
Life for Sacrifice: At start of CC phase may swap places with the unit leader (typically the
army commander)
Urien Rakarth, Master Haemonculus
96 points Hero Choice
Troop type
M
WS
BS
S
T
W
I
A
LD
Urien
5
5
5
3
4
3
5
2
9
Uber Grotesque
5
5
0
4
4
2
4
2
6
Weapons
Destructor, Stinger, Poisoned Blades
Armour
Mesh Armour (5+ save)
Wargear
Crucible of Malediction
Special
Master Haemonculus: Stinger & Destructor wound automatically Vs living targets
Uber Grotesque: Urien may take a unit of 3-5 as a bodyguard at 21 points a model
Kheradruak, Mandrake Champion
55 points Hero Choice
Troop type
M
WS
BS
S
T
W
I
A
LD
Kheradruak
5
6
5
4
3
2
6
4
9
Weapons
Decapitator (Killing Blow, 6 to wound = auto death), Splinter Pistol
Armour
Mesh Armour (5+ save)
Wargear
Trophy rack, Gruesome Talismans
Special
Shadow Skinned
Infiltrate
![]() 18
Editors notes by Mike Brandon
The Dark Eldar have always existed in the depths of the 40k background. Those mysterious Eldar who
survived on the crone Worlds and its good to finally have an army list which is far more than just an evil version of the Eldar.
This presents the 40k universe with 4 versions of the Eldar, the craftworld Eldar attempting to retain their society and race, the
harlequins who pursued worship of the laughing god after the fall, the nomadic Exodites and now the cruel Dark Eldar who have
been denied their ascension to the Infinity Circuit. After reading through the post 1999 material on the dark Eldar they are
frequently described as evil torturers with origins unknown but this sweeping statement was simply offensive to the rich 40k
universe so I scoured the realms of 2nd edition and Rogue Trader material for information and it soon became clear, Codex Eldar
1994 being particularly useful. The Dark Eldar are a tragedy, after the fall they scraped an existence on their ravaged home
planets, and soon the horrors of their loss became clear, their souls were doomed. The only way they can survive is by prolonging
their existence through hosting other souls, and the only way they can claim these is though horrific torture. So their society has
adopted brutal methods, and now they conduct their raids not for sadistic and evil pleasure, but for their very survival. What 3rd
edition annihilated was how every race was both good and evil, it had its own motives, and its ace to see how the GW literature
of old reveals how the dark Eldar are not simply evil raiders but have a tragic motive for their actions, what is grim about them is
that they have adopted torture as an art, but then it is the way their society has had to run purely for them to exist. This second
version of the Dark Eldar CODEX has been tough to put together and has taken some awkward play testing but this list is now
much more complete with more wargear and unit choices. Previously the Dark Eldar were overpriced and could be swatted away
with ease, now, although taking a little bit more skill than other armies, they are a fully fledged fighting force ready to take on
any foe. What I particularly like is the sheer volume of numbers they can commit to a rapid assault, they are simply the most
manoeuvrable force in the game. They also play very differently to their Eldar brethren which of course is what we intended,
making for a hard to pin down and deadly assault force. I still reckon there the hardest race to use, its a close call with the
Necrons, but given that the Necrons have won an OGC tournament, the Dark Eldar simply cannot be underestimated.
Updates from original CODEX
Weapons
Disintegrator 10 pts, lost its Sustained Fire option
Razorsnare & Falchion +1 Str rather than +1 A
Shredder added proper and +6 pts
Shardnet & Impaler +1 Range and 2 points
Splinter Pistol and Rifle = half points
Splinter Cannon 5 points
Plasma grenades 2 points (Now Characters only), Haywire Bombs 1 point
Agoniser 15 points
Wargear
Modified Combat Drugs.
Added Haywire Grenade, Hellion Skyboard and Metal Shredder Ammo
Characters
Added Dracite, Incubi Master, Syrabite and Succubus to character section.
Added Reaver Jetbike as an option to some characters.
Squads
Warriors 3 pts, Grotesques 7, Mandrakes 10, scourges 2, Wyches 6, beastmaster 12, warp beasts +5, Hellions 15,
Reavers 15.
Characters removed from squad section.
Wyches given special rule.
Grotesques limited to Haemonculi LD
Incubi converted to retinue bodyguard only status
Hellions gain the Hit & Run ability and now have combat drugs
Vehicles
Raider 20 pts, Ravager 40
Ravager has +1 to armour values
Special Characters
Entire section new
General
Tidy up of whole document
Updates for V 2.2
Warriors weapon choice now two heavy or special
Shardnet & Impaler +1 point
Razorsnare & Falchion 2 points and bonus attack instead of reducing enemy attacks
Haywire Bombs 1 point
Hellglaive +1 A, 2 hands
Dark Lance anti-crew rule (adds background character)
Archites and Dracites now lend the drugs roll to attached squad
Beastmaster 10 points
Added DE vehicle special rule for Raider and Ravager
Added Talos capture victims rule
Added Dark Matter Regulator
Added Twilight Field
Removed Power sword (tech base)
Added Scare and Hallucinogen grenades
Wych and Grotesque squad size modified to 5-10
Incubi squad size modified to 3-9
|