Re: Dark eldar revision part 1 (long)

From: <nils.saugen_at_...>
Date: Tue, 14 Aug 2001 09:21:51 -0000

Hi you all

Slow start to the Dark Eldar bickering! I recon that is because
nobody has played with them yet.

My comments below!


--- In netepic_at_y..., Peter Ramos <primarch_at_c...> wrote:
> 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.
>

I really, really, like this rule! The Dark Eldar go to war in order
to get slaves to drag back home. I guess they sacrifice them to
Slaanesh or the great devourer, as the god is known to them. It's
constant need for fresh souls, drives the Dark Eldar on their
conquest, or else they will be consumed themselves!


> 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
>

Hmm, if I remember correctly I've included a spesific table for the
combat Drugs under each of the descriptions for units that may
utilise this! I think that is the best way to go!

Shadow skinned is a nice addition! However I believe it only (should)
apply(s)to Mandrakes!

Fleet of foot is best added to the unit stats, giving them additional
5 cm move. However, in Epic Eldar don't have this special ability, so
should the Dark Eldar have it??? I think they should!

The Dark Eldar army should be built along three core values.
Speed, Firepower and Light Armour.


> 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
>

Here we could go either way. The unit description on the last tekst
is copied from the Codex dark Eldar, so we might want to consider
using the other.

I think the Incubi, and special infantry units from the latter text
is the better choise, especially the Dracon/Archon conflict. However,
a cross between the two would probably be better still.

I don't think the Dark Eldar should have any psychers, but that the
Haemonculi should be able to protect them from psychic attacs using
artifacts like the Curcible of Malediction.


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

Well, thats it for the infantry on my part!

Nils
Received on Tue Aug 14 2001 - 09:21:51 UTC

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