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

From: <eivind.borgeteien_at_...>
Date: Wed, 15 Aug 2001 12:12:46 +0200

...and if you wonder whatthe 2nd and 3rd rule of nettiquette are, Im not sure yet but I will invent them as we break them :-))

Eivind
>
> Fra: nils.saugen_at_...
> Dato: 2001/08/15 Wed PM 12:00:14 CEST
> Til: netepic_at_yahoogroups.com
> Emne: RE: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)
>
> Right,
>
> However, this was directed at you. And you should know me well enough not to
> take this to seriously! Well, I'm gonna let this silly excange drop now!
>
> Nils
>
> -----Original Message-----
> From: eivind.borgeteien_at_... [mailto:eivind.borgeteien@...]
> Sent: 15. august 2001 11:55
> To: netepic_at_yahoogroups.com
> Subject: RE: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)
> Sensitivity: Confidential
>
>
> 1st rule of netiquette; Dont use irony!
>
> You should be real carefull using irony on this list as mail lacks some of
> the finer aspects of communication like mimmic, body language and so on.
>
> So, think about this; when we first discovered this list we watched the
> discussions for weeks before we wrote anything. And when we did , we where
> quite ancious abot what kind of reply we would get. Everything written on
> this list should have the goal to include people, so irony or not, you
> should not really ironize over peoples suggestions on this list.
>
> Eivind
> >
> > Fra: nils.saugen_at_...
> > Dato: 2001/08/15 Wed AM 11:01:20 CEST
> > Til: netepic_at_yahoogroups.com
> > Emne: RE: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)
> >
> > Get real!
> >
> > Irony my friend IRONY!
> >
> > Flamers locked and ready to go!
> >
> > However, having said that, I really don't think it was a good Idea for
> this
> > particular unit! First off, I'm not over entusiastic of adding armour save
> > to the Dark Eldar army. (This is why I prefer my rule over darius as this
> > also includes an armour save). Secondly, this unit comes as a detachment
> of
> > 4 stands and is quite nasty in CC. Now having my rule means that regular
> > infantry cant fire them down from afar. You need to allocate better weapon
> > to do that, or try to take them out in CC. Which is quite difficult.
> > Remember this unit has some serious limitations also! We are now only
> > working on a small part of the list, overall I feel that the dark Eldar
> army
> > is quite balanced! So Believe me, this is in no way unbalancing, at least
> > that is my humble opinion!
> >
> > Nils
> >
> > -----Original Message-----
> > From: eivind.borgeteien_at_... [mailto:eivind.borgeteien@...]
> > Sent: 15. august 2001 10:51
> > To: netepic_at_yahoogroups.com
> > Subject: RE: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)
> > Sensitivity: Confidential
> >
> >
> > Thats OK, but if you want people to take part of the discussion you cant
> > kill their suggiestions like that. It will only lead to a dull and awfully
> > quiet list. :-(
> >
> > Eivind
> > >
> > > Fra: nils.saugen_at_...
> > > Dato: 2001/08/15 Wed AM 10:40:11 CEST
> > > Til: netepic_at_yahoogroups.com
> > > Emne: RE: RE: [NetEpic ML] Re: Dark eldar revision part 1 (long)
> > >
> > > 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_...
> > > > > 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_at_...]
> > > > > 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 - 10:12:46 UTC

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