I know thats was the options given but I dont like either of them. Thats why
I introduced option number 3;
4+ to save, modifiable to 6
So, now there are 3 options....!
Eivind
----- Original Message -----
From: <nils.saugen_at_...>
To: <netepic_at_yahoogroups.com>
Sent: Tuesday, August 14, 2001 2:58 PM
Subject: RE: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)
Well, I guess the options are:
No save, but weapon needs a modifyer to harm it.
or save + regen roll.
I think the first is the best option!
Nils
-----Original Message-----
From: eivind.borgeteien_at_... [mailto:eivind.borgeteien@...]
Sent: 14. august 2001 14:53
To: netepic_at_yahoogroups.com
Subject: Sv: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)
Sensitivity: Confidential
Grotesque
> 10 5+Fix +5 CC Weapons Stupidity Toughness (regen!)
> 10 - +4 None Elite, Stupidity, Special Rules (-1 to wound)
What does this mean? That you must have a weapon of at least -1 TSM to hit
it? Man! What are you thinking???!!! This is waaaayyyy to cheesy!!!! We
should probably rename the unit to Gorgoneque after the milk product!!!
Hehehe... :-))
I just missed some heavvy bickering as the list has been very quiet lately.
I will put my flamer down now, put it in a box and lay it safely in the
closet.
Honestly, I would rather prefer a 4+, modifiable to 6.
Yours cincerely
Eivind :-)
> Fra: nils.saugen_at_...
> Dato: 2001/08/14 Tue PM 02:09:15 CEST
> Til: netepic_at_yahoogroups.com
> Emne: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)
>
> Hi,
>
> My point exactly. The artifacts should be a permanent part of the
Haemonculi
> stas instead of psychic powers!
>
> I've gone through the stats as well and present them side by side:
>
> Warrior
> 10 - +1 Splinter Rifles 50 2 5+ -
> 15 - +1 Splinter Rifles 50 1 5+ -
>
> Scrouge
> 15 - +2 Lascannon 50 2 5+ -1 Skimmer
> 20 - +1 Splinter Cannon 75 2 5+ -1 Jump Packs
>
> Wyches
> 15 - +3 Splinter Pistols/CC Weapons 25cm 2 5+ 0 CombatDrugs, Elite
> 15 - +3 Splinter Pistol 25 1 5+ - Elite, Combat Drugs
>
> Grotesque
> 10 5+Fix +5 CC Weapons Stupidity Toughness (regen!)
> 10 - +4 None Elite, Stupidity, Special Rules (-1 to wound)
>
> Mandrake
> 15 - +4 Splinter Pistols 25cm 2 5+ 0 Shadow Skinned Fleet of Feet
> 15 - +2 Splinter Pistol 25 1 5+ - Elite, Infiltrate,Special Rules
>
> Helion
> 20 - +2 Hellglaive 50 1 5+ - Skimmer, Combat Drugs, Special Rules
> 20 - +5 Hellglaive 15 1 3+ -2 Combat Drugs, Skimmer
>
> Incubi
> 10cm 6+Fix +5 Splinter Pistol 25cm 2 5+ 0 Command Elite Morale Bonus
> 10 6+ +6 Tormentor Helm/Punisher 25 1 5+ - Elite
>
> Dark Eldar Lord
> 15 6+Fix +6 DestructorCannon CC Weapons 2 50cm 4+ -1 Command EliteCAF
Bonus
> 15 4+ Fixed +6 Splinter Pistol 25 2 5+ - Commander, Elite
>
> Haemonculus
> 15 - +4 Stinger 25 1 4+ -1
> Destructor Template 4 -1 Special Rules,Commander,
> EliteIgnores cover to hit
> Succubi
> 15 - +4 Splinter Pistol 25 2 5+ - Commander, Elite, CombatDrugs
>
> Dracon
> 15 6+ +4 Terrorfex 35 Template 4+ Special
> Splinter pistol 25 2 5+ -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
> 20 6+ +2 Splinter Pistols/CC Weapons 2 25cm 5+ 0 Combat Drugs Psychic Save
> Elite
>
> Dark Warlock 10cm None 0 Shredder Pistol 25cm 2 5+ 0 Command Psyker
>
> They are very similar.
>
> Nils
>
> -----Original Message-----
>
>
>
>
>
> From: eivind.borgeteien_at_... [mailto:eivind.borgeteien@...]
> Sent: 14. august 2001 13:14
> To: netepic_at_yahoogroups.com
> Subject: Sv: [NetEpic ML] Re: Dark eldar revision part 1 (long)
> Sensitivity: Confidential
>
>
> 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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> >
> >
>
>
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Received on Tue Aug 14 2001 - 13:56:02 UTC