DE overview

From: Peter Ramos <primarch_at_...>
Date: Wed, 10 Oct 2001 09:53:09 -0400

Hi!

His the complete overview of existing DE material. Members should choose
the stats they prefer and/or suggest changes.

Overall rules

Prisoners

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
(fallback orders), 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.

As the rules stand, you gain 1 VP per stand that is captured. Is this a
bit much? Why not one roll for the whole unit and then apply the VP bonus?

DE powers

The Dark Eldar infantry have several advantages unique to them:

Fleet of foot- this permits infantry to move an additional 5 cm during a
charge move.
Shadowed skin- they may only fired upon if the firing unit is within 25 cm
Combat drugs- roll once on the following table and apply the results to
the unit

I don't have a problem with "fleet of foot" an extra 5 cm when ONLY on
charge orders is okay. Shadowed skin is problematic, since you could
only fire at them if within 25 cm. Perhaps it should be restricted to
some units and not others. It could be a very powerful advantage.

Combat drugs- this could lead to a lot of bookkeeping, but otherwise I
don't see a huge problem here.

Infantry

Decide which set of stats to use from the following:

Warrior 15 - +1 Splinter Rifles 50 1 5+ -
Warrior 10 cm None +1 Splinter Rifles 50 cm 2 5+ 0

Scrouge 20 - +1 Splinter Cannon 75 2 5+ -1 Jump Packs
Scourge 15 cm None +2 Lascan. 50 cm 2 5+ -1 Skimmer

Wyches 15 - +3 Splinter Pistol 25 1 5+ - Elite, Combat Drugs
Wych 15 cm None +3 Splinter Pistols/ CC Weapons 25 cm 2 5+ 0 Combat
Drugs Elite

Grotesque 15 - +4 None - - - - Elite, Stupidity, Special Rules
Grotesque 10 cm 5+Fix +5 CC Weapons N/A N?A N/A N/A Stupidity Toughness

There are two interpretations for this unit

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.

OR

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.


Mandrake 15 - +2 Splinter Pistol 25 1 5+ - Elite, Infiltrate, Special Rules
Mandrake 15 cm None +4 Splinter Pistols/ CC Weapons 25 cm 2 5+ 0 Shadow
Skinned Fleet of Feet

Helion 20 - +2 Hellglaive 50 1 5+ - Skimmer, Combat Drugs, Special Rules
Hellion 20 cm None +5 Hell Glaive 15 cm 1 3+ -2 Combat Drugs Skimmer

Incubi 10 6+ +6 Tormentor Helm/ Punisher 25 1 5+ - Elite
Incubus 10 cm 6+Fix +5 Splinter Pistol 2 25 cm 5+ 0 Command Elite Morale
Bonus

Haemonculus 15 cm 6+Fix +6 DestructorCannon CC Weapons 2 50 cm 4+ -1
CommandEliteCAF Bonus
Haemonculus 15 - +4 Stinger /Destructor 25/Template 1 4 -1/ (template) 4
0 Special Rules, Commander, Elite Ignores cover to hit

Beast Master 20 cm 6+ +2 Splinter Pistols/ CC Weapons 2 25 cm 5+ 0
Combat Drugs Psychic satellite
Beast Master 15 - +4 Splinter pistol/Agoniser 25 2 5+ - Commander, Elite
Combat drugs Special Rules

Beastmasters are a sub sect 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.

OR

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
10 cm of the pack she controls. The Beast Master moves and shoots like a
command unit but can be targeted normally.

Warp beast 25 - +5 None - - - - Special Rules
Warp Beast 20 cm 5+ +3 None N/A N/A N/A N/A Warp Ability Immune to
psychic attacks

These creatures are from the Warp and are commanded by a Dark Eldar
Beast Master. These evil creatures warp in and out on the battlefield. A
Beast Master control warp Beasts. When a Warp Beasts moves it does so
through the Warp. They can move up to their charge rate. When they
charge into close combat, their opponent is at -2 to their CAF. Warp
Beasts can only be fired at during the Advance Fire phase. They can only
be pinned by Daemons, psychics and other creatures from the Warp. They
however can only pin non skimmer infantry/cavalry/walker type units. If
the Beats Master is destroyed then the Warp Beasts will return to the
warp. They are immune to all non-physical psychic attacks and have a
saving throw that is fixed at 6.

OR

Warp Beasts are incredibly fast even by Dark Eldar standards. Warp
beasts move through difficult terrain just like infantry do, and may
enter buildings. If the beastmaster is slain the Warp Beasts will charge
the nearest unit (friend or foe) in the Dark Eldar players turn, and
enter close combat with them. If the pack is forced to fall back after
the Beastmaster is slain, they will return to the warp, and are removed
from play.

These units only exist in one version of the rules

Succubi 15 - +4 Splinter Pistol 25 2 5+ - Commander, Elite, Combat Drugs
Dracon 15 6+ +4 Terrorfex/Splinter pistol 35 4+ special/ 25 2 5+ -1
Command unit, Elite, Soul seeker ammunition, ignores cover
Sybarite 15 - +2 Dark Lance 75 2 5+ Special Commander, Elite, Special Rules
Archon 10 cm 5+Fix +6 Destructor Cannon 50 cm 50 cm 4+ -2 Command Elite
Psychic Save Morale Bonus
Dark Warlock 10 cm None 0 Shredder Pistol 25 cm 2 5+ 0 Command Psyker
Dark Eldar Lord 15 4+ Fixed +6 Splinter Pistol 25 2 5+ - Commander, Elite

* 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 50 cm 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 5 cm 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 50 cm.
* 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 arena'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.

Fast attack, artillery and dreadnoughts

Reaver Jetbike 35 - +3 Blaster 25 1 4+ - Skimmer, special rules
Dark Reaver Jet Bikes 35 cm None +4 Splinter Cannon 15 cm 1 5+ -1 Combat
Drugs
Dark Reaper Jet Bikes 35 cm None +4 Splinter Cannons 25 cm 2 5+ -1
Combat Drugs

Talos 15 5+ +8 Talos Sting 50 D6 4+ - Skimmer, Special Rules
Talos 20 cm 4+ +5 Splinter Cannons Splinter Guns 75 cm 4 4 -2 / 15 cm 4
5+ 0 Skimmer

Only one version of these:

Shadow Guard 10 cm 6+Fix +2 Splinter Cannon 50 cm 1 5+ -1 Special Orders
Shadow Dreads 15 cm 5+ +3 Dark Lances 50 cm 1 4+ -2 Special Orders
Shadow Walkers 25 cm None +1 Lascan./Splinter Guns 75 cm 1 5+ -2 / 25 cm
3 5+ 0
Anti-grav Splinter Cannon 10 cm None -2 Splinter Cannon 75 cm 2 4+ -2
Anti-grav Vibro Cannon 10 cm None -3 Vibro Cannon 75 cm 1 Special -1
Special Rules
Splinter Launcher 20 cm 5+ 0 Splinter Mortar 100 cm 1 2 BP's -1 Skimmer

Vehicles

Raider 30 cm 4+ +1 Lascan./Splinter Gun 50 cm 1 5+ -1 / 25 cm 1 5+ 0
Skimmer Carries 2 Troop Stands
Raider 30 5+ 0 Dark Lance 75 1 5+ Special Skimmer, carries 2 stands,
Special Rules

Special rules in one version of rules

The Raider is armed with a Dark Lance, this weapon fires a beam of dark
energy that annihilates anything it hits. Its especially effective
against heavily armored vehicles, who thick armor plates offer no
protection against the beam. Due to its unique nature targets with a 4+
or better save are treated as a 5+.


Ravager 25 cm 3+ +3 Lascan./Splinter Guns 50 cm 3 5+ -1 / 25 cm 1 5+ 0
Skimmer
Ravager 25 4+ 0 Dark lance/Disintegrator 75 2 5+ Special / Special Skimmer

Special rules in one version of rules

The disintigrator fires a small particle of dark matter in much the same
way as an imperial plasma cannon fires super heated plasma. It is
however a much more sophisticated weapon and can be set to either fire a
large bolt or bursts of smaller shots.

Weapons Range Attack Dice Roll To Hit TSM
Maximal 75 1 3+ -3
Sustained 50 3 5+ -1

The following two units have only one version:
Corsair 20 cm 2+ +4 Destructor Cannons/Splinter Guns 75 cm 2 4+ -20 / 25
cm 2 5+ 0 Skimmer
Raptor 25 4+ 0 Dark Lance 75 1 5+ Special Skimmer, carries 2 stands.

Only one version:
Super Heavies
Shadow 30 2+* +4 ShadowCannonSplinter 100 cm 1 3+ Special 75 cm 2 5+ -1
Skimmer, super heavy, +3 to Dmg rolls.
Shadow Stalker 25 3+ +8 Dark lance/Webblaster/Splinterblaster 75 cm 4 5+
Special Knight, Shadow field, template template 3+ 0, 15 cm 6 6+ 0
Webway portal.

DE contribution

Enslaver

Enslaver is a diabolical vehicle used by the Dark Eldar to capture slaves.
Like all DE vehicles it is fiendishly fast although weakly armored. The
Enslaver is armed with net throwers which fire a net of psychoactive
wraithcrystal fibres. The net is relatively thin but very strong, and
contains a psychic charge which renders anybody caught inside totally
inactive without causing them any physical harm. The Enslaver then moves to
the netted victims and hauls them inside to be transported away.

The net thrower fires an individual web template (the Doomweaver template).
Take one template and place it over the intended target anywhere within LOS
and range. Roll a scatter die and if you roll an arrow the template scatters
1D6 cm. Place the template number side up in the location indicated with the
number one printed on it towards the firing model the attack. The other two
templates are placed joining the original template on a random edge
(determined by rolling a 2D6)- if you roll the same edge twice the second
template is wasted. Anything under the template is hit on 4+. Since the
net's charge is psychic, only psychic saving throws apply. The net itself is
material, however, so it can't be nullified by psychic powers. The net is
effective only against infantry. Place any stands hit upside down. When the
Enslaver moves within 6 cm it captures any affected stands. The Dark Eldar
player receives VP for them as per the capture rules.


Move: 35 cm
Save: 4+
CAF: +1
Weapons:

Net Thrower
range 50 cm
attack dice: template
to-hit: special
Save mod: special

Splinter rifles:
range 15 cm
attack dice: 3
to-hit: 6+
Save mod: 0

Notes: Skimmer, special rules.

Titans I will leave for separate discussion
Received on Wed Oct 10 2001 - 13:53:09 UTC

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