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

From: <nils.saugen_at_...>
Date: Wed, 15 Aug 2001 10:40:11 +0200

Hmmm, I think it was self proclamed you know, like when Napoleon tok the
crown from the pope and crowned himself emperor. Nice and symbolic, Napoleon
was then even greater than God.... To bad he only took his bading outfits
when visiting
Russia....

Now, over to more serious matters. I think my solution is the best for this
unit, then Darius idea and finally yours.

Nils

-----Original Message-----
From: eivind.borgeteien_at_... [mailto:eivind.borgeteien@...]
Sent: 15. august 2001 10:08
To: netepic_at_yahoogroups.com
Subject: RE: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)
Sensitivity: Confidential


Who died and made you god?
>
> Fra: nils.saugen_at_...
> Dato: 2001/08/15 Wed AM 08:44:35 CEST
> Til: netepic_at_yahoogroups.com
> Emne: RE: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)
>
> boooooohhhhh!!!!
>
> That was quickly woted down!
>
> Now we are back to 2 options :)
>
> Nils
> The Laughing God
>
> -----Original Message-----
> From: Eivind Borgeteien [mailto:eivind.borgeteien_at_...]
> Sent: 14. august 2001 15:56
> To: netepic_at_yahoogroups.com
> Subject: Re: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)
>
>
> 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_sebkort.no
> > Dato: 2001/08/14 Tue PM 02:09:15 CEST
> > Til: netepic_at_...m
> > 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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Received on Wed Aug 15 2001 - 08:40:11 UTC

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