Re: DE overview

From: <kume1967_at_...>
Date: Thu, 11 Oct 2001 05:53:27 -0000

Hi!

This is what I would like to see in a Dark Elder Army.

Mete

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.

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.

Shadowed skin should be restricted to some units and not others.

Infantry

Warrior 15 - +1 Splinter Rifles 50 1 5+ -
Scourge 15 cm None +2 Lascan. 50 cm 2 5+ -1 Skimmer
Wyches 15 - +3 Splinter Pistol 25 1 5+ - Elite, Combat Drugs
Grotesque 15 - +4 None - - - - Elite, Stupidity, Special Rules

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.

Mandrake 15 cm None +4 Splinter Pistols/ CC Weapons 25 cm 2 5+ 0
Shadow Skinned Fleet of Feet
Hellion 20 cm None +5 Hell Glaive 15 cm 1 3+ -2 Combat Drugs Skimmer
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
Beast Master 20 cm 6+ +2 Splinter Pistols/ CC Weapons 2 25 cm 5+ 0
combat Drugs Psychic satellite

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.

Warp beast 25 - +5 None - - - - Special Rules
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 Beast 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.

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 Reaper Jet Bikes 35 cm None +4 Splinter Cannons 25 cm 2 5+ -1
Combat Drugs
Talos 20 cm 4+ +5 Splinter Cannons Splinter Guns 75 cm 4 4 -2 / 15
cm 4 5+ 0 Skimmer

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

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

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.

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.

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.
 
Received on Thu Oct 11 2001 - 05:53:27 UTC

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