Dark eldar revision part 1 (long)

From: Peter Ramos <primarch_at_...>
Date: Fri, 10 Aug 2001 11:58:25 -0400

Hi!

We will start hammering out a Dark Eldar force list while we wait for GW
to get thier minis out. Note any list will be experimental until some
playtesting is done. The following is from manuscripts made by Darius,
Nils and others. I will present the ideas side by side and people can
sort them out.

Dark Eldar special rule:

Special Rules
The Dark Eldar almost always take prisoners during their raids. When a
unit in close combat with the Dark Eldar is broken, and fails it's
moral, roll 1d6 for any stands still in Close Combat with a Dark Eldar
stand in the end phase, on a roll of 4+ the stand is taken prisoner and
the Dark Eldar player awarded 1 victory point.

Suggested infantry powers (and ONLY infantry)

� Fleet of foot- this permits infantry to move an additional 5cm during
a charge move.
� Shadowed skin- they may only fired upon if the firing unit is within 25cm
� Combat drugs- roll once on the following table and apply the results
to the unit

Die Roll Result
1 +10cm to base move
2 + to hit rolls
3 +d6 to CAF
4 Fixed 5+ save
5 Re-roll 1's & 2"'s in CC
6 Ignore morale checks

Another manuscript limited combat drugs to Whyches and Helions with
tables as follows:

for whyches

D6 RESULT
1 Triple move when charging
2 + 1 CAF
3 + 1 Attack
4 +1 Moral
5 +1 To hit
6 Re roll close combat result once

for helions

D6 RESULT
1 Crazed! Ignores fall back result, always on charge orders.
2 +1 CAF
3 +1 Attack
4 +1 To Moral
5 +1 To Hit
6 Re roll close combat result once

Infantry descriptions and stats

Dark Eldar Warriors: These are the main infantry unit of the Dark Eldar
army. They are armed with Splinter rifles and make for excellent
tactical troops.

Scourges: Scourges provide the heavy firepower for the infantry. They
are armed with lascannons and use special jump packs that resemble wings.

Wyches: Wyches are assault troops for the Dark Eldar. They are naturally
quick and use Combat Drugs to enhance their fighting ability. They are
also classifies as elite troops. Wyches can only use Advance Fire and
Charge orders.

Mandrakes: These units are the deadly recon units. They are Shadowed
Skinned and Fleet of Foot. They are allowed an infiltration move at the
beginning of the game, which allows them one move up to charge rate
(this includes Fleet of Foot 5cm bonus). Mandrakes can only use Advance
Fire and Charge orders.

Hellions: These troops ride razor boards into combat and are armed with
a Hell Glaive. The Hell Glaive is a powerful CC that make the Hellions
one of the most deadly combat troops available to the Dark Eldar.
Hellions also use Combat Drugs. Hellions can only use Advance Fire and
Charge orders.

Grotesque: These deformed creatures are so hideous that they cause fear.
The charged unit must make their morale check or fight at -2. Otherwise
they are at -1. In addition to being disgustingly ugly the Grotesque is
quite stupid and must roll a d6 to follow its orders. On a 4+ the
Grotesque may follow the orders placed for the unit. If the roll is not
successful the unit cannot move but can fight in CC normally. If a
Grotesque is hit and fails its save it isn't destroyed yet. Turn the
model on its side and at the End phase roll 1d6 and on a 4+ the unit
gets up and continues as if it was never hit. This does not work in CC
however.

Beast Master: This elite troop controls Warp Beast packs and is enhanced
with Combat Drugs. They are very fast because they need to be able to
keep up with the Warp Beasts. The Beast Master is a deadly CC unit and
must be with 10cm of the pack she controls. The Beast Master moves and
shoots like a command unit but can be targeted normally.

Incubus: The Incubi are command units for the Dark Eldar Warriors. Any
Warrior stand within 10cm of the Incubi is +1 on morale checks.

Haemonculus: The Haemonculi are command units for Wyches. Any Wych stand
within 10cm of the Haemonculi gains a +1 to CAF.

Archon: The evil Leader of the Dark Eldar. Any Dark Eldar unit within
10cm of the Archon automatically passes morale checks. The Archon has a
psychic save of 5+. A Haemonculus bodyguard accompanies the Archon.

Dark Warlock: These are the psykers of the Dark Eldar race. They are
command units and targeting rules apply. The Dark Warlock has a psychic
save of 4+. The Dark Warlock may use one of the following powers once
per turn as long as they aren't in close combat.

* Shadowed: This power enables the psyker to hide one detachment or unit
(not company) from the enemy. The shadowed units appear to flicker in
out of their shadows thus making them more difficult to hit and fight in
close combat. When this is used the unit must be within 50cm of the
psyker. The effects last for 1 turn. All enemy units must roll a 4+ on
1d6 in order to shoot at Shadowed units. If successful they may do so at
-1. Shadowed units in close combat receive a +2 bonus to their CAF.

* Blinded: This enables the psyker to blind one unit (not detachment) in
a shroud of darkness. Command targeting does not apply. The shroud of
darkness will follow the unit for one turn. The affected unit cannot
fire or engage in close combat but move. When moving, roll the scatter
die for every 5cm the unit travels and move it in the direction
indicated. In addition, enemy units can't engage it nor fire at it. The
psyker must roll a 4+ to be successful. Units that have a psychic save
must make a successful psychic save roll to negate this effect. This
power has a range of 50cm.
* Death Grip: This allows the psyker to attack one unit in a detachment
within 25 cm. The warlock player must roll a 4+ on 1d6 to successfully
attack the unit. If successful, the unit is automatically destroyed
unless it has a psychic save. Titans and praetorians who lose their crew
to this attack aren't destroyed but can't move and are at -1 to hit for
the rest of the game (there are still enough crew members to man the
other posts.

The stats are in one continuous line with name followed by move, save,
CAF, weapon, range, attack dice, to hit number, save modifer and special
notes in that order.

Warrior 10cm None +1 Splinter Rifles 50cm 2 5+ 0
Scourge 15cm None +2 Lascan. 50cm 2 5+ -1 Skimmer
Wych 15cm None +3 Splinter Pistols/ CC Weapons 25cm 2 5+ 0 Combat Drugs
Elite
Mandrake 15cm None +4 Splinter Pistols/ CC Weapons 25cm 2 5+ 0 Shadow
Skinned Fleet of Feet
Hellion 20cm None +5 Hell Glaive 15cm 1 3+ -2 Combat Drugs Skimmer
Grotesque 10cm 5+Fix +5 CC Weapons N/A N?A N/A N/A Stupidity Toughness
Beast Master 20cm 6+ +2 Splinter Pistols/ CC Weapons 2 25cm 5+ 0 Combat
Drugs Psychic Save Elite
Incubus 10cm 6+Fix +5 Splinter Pistol 2 25cm 5+ 0 Command Elite Morale Bonus
Haemonculus 15cm 6+Fix +6 DestructorCannon CC Weapons 2 50cm 4+ -1
Command EliteCAF Bonus
Archon 10cm 5+Fix +6 Destructor Cannon 50cm 50cm 4+ -2 Command Elite
Psychic Save Morale Bonus
Dark Warlock 10cm None 0 Shredder Pistol 25cm 2 5+ 0 Command Psyker

The second version is as follows:

INFANTRY

Warriors
Dark Eldar warriors attack rapidly, killing or crippling those that
oppose them. They then drag off any survivors back to Commorragh to be
tortured or killed at leisure.

Scrouges
On black pinions, the Scrouges drop down from the skies, their heavy
weapons unleashing a hail of splinters and pulses of dark energy. They
attack wherever they please, and strike where least expected, utilising
their wings to quickly retreat or drive forward depending upon the
enemies strength.
Models: Swooping Hawks, Exarchs or any 1/300 scale miniature with either
wings or jumppacks.

Wyches
Ruled by their Succubi, Wyches spend their entire lives perfecting the
skills of gladiatorial combat. Few survive their first duel, but those
who live learn quickly. A Dark Eldar lord with sufficient means can hire
these highly-skilled warriors to accompany him into battle, promising
great rewards for those whose fighting displays are most pleasing to watch.

Wyches use combat drugs to artificially boost their already fine honed
abilities. Roll a d6 for every Wych detachment at the start of the
battle to see what effect the vile narcotics have on the unit. The
effect lasts for the entire battle.

D6 RESULT
1 Triple move when charging
2 + 1 CAF
3 + 1 Attack
4 +1 Moral
5 +1 To hit
6 Re roll close combat result once

Grotesques
All Dark Eldar take pleasure in suffering, especially the infliction of
pain. There are some that have become so obsessed by this need for
torture that they have turned upon their own bodies. Others are less
voluntary about their twisted, manipulated flesh, haven fallen victim to
the attention of the Haemonculi through some real or perceived misdeed,
or by simply being in the wrong place at the wrong time.

Grotesques are not noted for their intelligence. To be given orders as
normal the detachment has to be within 10 cm of a Command unit. If not,
roll a d6; on a 3+ the Grotesques receive charge orders, otherwise they
receive advance orders.

Grotesques are inured to pain and shrug off minor wounds that would
leave another writhing in agony. Because of this they ignore the wounds
from weapons without a save modifier.

Grotesques are so terrifying that any unit they enter into close combat
with must make a morale check or go on fallback orders. Additionally,
enemy troops must succeed in a moral check if they wish to try to enter
close combat with a grotesque stand.

Mandrakes
Mandrakes are the most malevolent of the Dark Eldar, preying on their
own kind form the shadows of Commorragh. Who can say how a Dark Eldar
Lord can entice these vile creatures to serve him in battle. What prizes
can be offered to beasts who crave flesh and blood and little else?

The special chameleon-like skin of the Mandrakes allow them to blend
into the background, even when standing in open terrain. This means the
can not be seen at a range of over 25 cm, and thus not be targeted by
units that are further away. If in cover the cover modifier is counted
as being one level higher.

The Mandrakes may infiltrate after initial deployment up to their full
charge move before the battle begins.

Helion
Mounted on multibladed skyboards, Helions sweep down from the sky
screaming chilling battle cries. They delight in surprise attacks, using
their speed and specialised weapons to strike quick and hard, and then
move out of range, before the enemy can turn their guns on them.

If the Helions are on charge orders all enemy units shooting at them
receive a -1 penalty.

The Helions is a subsect of the Wych Cult, and like Wyches they use
combat drugs to artificially boost abilities. Roll a d6 for every Helion
detachment at the start of the battle to see what effect the vile
narcotics have on the unit. The effect lasts for the entire battle.

The Helions is armed with the hellglaive. It incorporates a splinter
rifle and a set of vicious cutting blades that are capable to slicing a
man in half when the Helions swoops into close combat. When the Helion
initiates close combat he may add +1 to his CAF. This effect lasts for
the first round of close combat only.

D6 RESULT
1 Crazed! Ignores fall back result, always on charge orders.
2 +1 CAF
3 +1 Attack
4 +1 To Moral
5 +1 To Hit
6 Re roll close combat result once

Incubi
The Incubi is the Dark Eldar Lord's most trusted and deadliest servants.
None can tell what the true aims of the Incubi are. On the surface their
only need appears to be to excel in martial skills. That they have some
hidden plan, some unfulfilled agenda, is without doubt. Whatever their
reasons, no Dark Eldar Lord is without a force of these incredible
warriors to protect them. The Incubi will protect their Lord in battle,
but, as the Dark Eldar is an evil and power hungry race, the Lord
requires his Incubi to also protect him from his own followers nearly as
much as they are required to shield him from the enemy.

Unit stats present as above:

Warrior 15 - +1 Splinter Rifles 50 1 5+ -
Scrouge 20 - +1 Splinter Cannon 75 2 5+ -1 Jump Packs
Wyches 15 - +3 Splinter Pistol 25 1 5+ - Elite, Combat Drugs
Grotesque 15 - +4 None - - - - Elite, Stupidity, Special Rules
Mandrake 15 - +2 Splinter Pistol 25 1 5+ - Elite, Infiltrate, Special Rules
Helion 20 - +2 Hellglaive 50 1 5+ - Skimmer, Combat Drugs, Special Rules
Incubi 10 6+ +6 Tormentor Helm/ Punisher 25 1 5+ - Elite


SPECIAL UNITS

Dark Eldar Lord
Dark Eldar thrive on domination and power, and those who are vicious and
ruthless enough will quickly rise to the position of authority. The Dark
Eldar Lord's lead their servants into battle in the search for slaves
and souls, leaving worlds in ruin and a veritable mountain of dead
heaped in their wake. The Dark Eldar Lords are known as Archons.

Haemonculus
There is no pain unknown to the Haemonculi, no agony they cannot
administer upon their victims. They treat the infliction of misery and
death as the highest of arts, gleefully producing choruses of screams
and taking delight in any nuance of discomfort and woe.

The Haemonculus is a command unit, they bring a lot of arcane devices
into battle to administer suffering on their enemies.

The Dark Eldar Haemonculi use a special gun, known as the stinger. It
fires a dart of a very virulent poison into the victims blood stream,
causing them to explode. If the target is killed place a blast marker
centred on the exploding model, and roll a hit against all other models
at least half covered by the template, scoring a hit on 5+. This weapon
will only affect opponents of flesh and blod!

They also carry the Destructor, it fires a spray of highly corrosive
acid that can eat through any armour. Use the small (10cm) teardrop
template. This weapon ignores covermodifiers.

Crucible of Malediction; no one knows what arcane the Dark Eldar use to
create this devices. Each crucible contains the trapped spirits of
psykers captured and tortured by the dark eldar. When released these
spirits hurtle across the battlefield unleashing a psychic cacophony
that can drive enemy psykers insane. The Heamonculi need to focus his
entire concentration to use this item, thus he may not move, fire any
other weapon or be in close combat.

When the crucible is used the Dark Eldar player rolls 2d6 while the
closest enemy psyker (or daemon) rolls 1d6 (Greater daemons roll 3d6).
If the Dark Eldar player rolls higher, then the enemy psyker is slain
and is removed from the battle. If the enemies roll is higher, then the
tortured spirits hurtle along towards the second closest psyker and
attack in the same manner as above. The spirits continue until either
one enemy psyker is slain or all survives the attacks.

Succubus
All Wych cults is lead by a Succubi. The Succubi is the finest warrior
in the cult, and won the title by defeating the predecessor in single
combat. The Succubi must constantly fight duels with their best warriors
to keep their title.

The Succubi use the Shardnet and the impaler in close combat, reducing
their opponents CAF by 1.

Like all Wych the Succubi use Combat Drugs to boost their abilities.

D6 RESULT
1 Triple move when charging
2 + 1 CAF
3 + 1 Attack
4 +1 Moral
5 +1 To hit
6 Re roll close combat result once

Beast Master
Beastmasters are a subsect of the Wych cult, that fight against wild
creatures in the arenas of Commorragh. The Beastmasters also use combat
drugs, but always get the triple charge rate result, in order to allow
them to keep up with their pack of warp beasts.

Dracon
The only way to power in Commorragh is through murder and deceit. Many
Dark Eldar shows great talent at this, and the few that survives do
often rise quickly to power within their Kabal and become Dracons. Their
ultimate goal is to become the next Archon of the Kabal.

The Dracon is always looking for an opportunity to strike at the Arcon,
so whenever a Dracon stand is the closest stand to an Arcon in the
orders segment. The Dracon must charge the Arcon and engage him in close
combat. The Dark Eldar player must make this move before moving any
other units in that turn.

The Dracons use a special type of ammunition made of captured wraithbone
lootet from the bodies of slain Eldar Wraithguards. You may re-roll any
misses once, and this weapon ignores cover to hit.

Terrorfex is a wrist mounted grenade launcher, firing grenades made of
Eldar Wraithbone. The effect this is to produce nightmarish, psychically
induced visions that terrify the users enemies. To use this weapon
choose a target as normal. Place a blast marker centred on the target
model and roll to hit, the target is not allowed an armour save, but
cover modifiers is applied as normal. If you score a hit, all models at
least half-covered by the template must make a moral check with a +1
penalty or go on fallback orders. This weapon may not be fired indirectly.

Sybarite
The most cruel and cunning of the Dark Eldar warriors rise to the ranks
of the Sybarite. The Sybarite is armed with a scaled down version of the
Dark Lance. This weapon fires a beam of dark energy that annihilates
anything it hits. Its especially effective against heavily armoured
vehicles, thick armour plates offer no protection against the beam. Due
to its unique nature targets with a 3+ or better save are treated as a 4+.

Unit stats presented as above:

Troop Type Move Saving Throw CAF Weapons Range Attack Dice Roll To Hit
TSM Notes
Dark Eldar Lord 15 4+ Fixed +6 Splinter Pistol 25 2 5+ - Commander, Elite
Haemonculus 15 - +4 Stinger Destructor 25Template 1 44 -1 Special Rules,
Commander, EliteIgnores cover to hit
Succubi 15 - +4 Splinter Pistol 25 2 5+ - Commander, Elite, Combat Drugs
Dracon 15 6+ +4 TerrorfexSplinter pistol 3525 Template2 4+5+ Special-1
Commandander, Elite, Soul seeker amunition, ignores cover
Sybarite 15 - +2 Dark Lance 75 2 5+ Special Commander, Elite, Special Rules
Beast Master 15 - +4 Splinter pistol/Agoniser 25 2 5+ - Commander, Elite
Combat drugs Special Rules

This should be anough to get started, vehicles and cavalry will follow
in a day or so.

Peter
Received on Fri Aug 10 2001 - 15:58:25 UTC

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