Dark Eldar revision Part 1 (Long)

From: Peter Ramos <primarch_at_...>
Date: Thu, 27 Sep 2001 19:14:25 -0400

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.

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

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

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

Peter
Received on Thu Sep 27 2001 - 23:14:25 UTC

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