Sv: [NetEpic ML] Re: Dark eldar revision part 1 (long)

From: <eivind.borgeteien_at_...>
Date: Tue, 14 Aug 2001 13:14:01 +0200

Hi

I dont have much references concerning the Dark Eldar, but I think it should follow some generic Netepic principles.

Thats why I think we should not introduce "fleet of foot" as an ability, nor upgrade units with equipment and artifacts.

In stead of the "fleet of foot" suggested I would give them a base move of 15 cm.

The Haemonculi should in stead of being upgraded with an artifact be given said ability by deafault.

Eivind
>
> Fra: nils.saugen_at_...
> Dato: 2001/08/14 Tue AM 09:21:51 CEST
> Til: netepic_at_yahoogroups.com
> Emne: [NetEpic ML] Re: Dark eldar revision part 1 (long)
>
> 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
>
>
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Received on Tue Aug 14 2001 - 11:14:01 UTC

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