Dark Heresy - Web Enhancement - Dark Eldar.pdf

(1230 KB) Pobierz
90983655 UNPDF
"It seemed there was but one way of escaping Her and that was to flee their homes and leave the physical world
behind forever. We came here, into the realm between worlds that we created to traverse the galaxy safe from
harm. Here, the Great Enemy's grip is weakened, yet to our Lord's horror it was not wholly broken. He had
bought his people time, a little instant of time but nothing more. Others followed him, each choosing a place for
themselves, building new shrines and around them great palaces. Here, where you sit now, is one of the cham-
bers of the original Temple of the Black Heart. You are very privileged, you know. Not many survive to get this
far. Most of them break before they even reach the second level."
Asdrubael Vect, Lord of the Kabal of the Black Heart
Commorragh is the city-state b elonging to the Dark
Eldar race. It is said to be impossible for outsiders to
find, and anarchy and terrorism a re a well-established
way of life for its debased inhabitants. It is widely be-
lieved to be hidden deep within an inter-dimensional
labyrinth known as the Webway, described by the Eldar
as a "dark stain" growing within their holy pathways. It is
a city known to have "wandering shadows that tear
apart the unwary" and is bathed in a crimson half-light.
For more on Dark Eldar see Purge the Unclean
THE LOST
The Dark Eldar are utterly, irrevocably evil and corrupt in
every sense. Not only do they enjoy the infliction of pain
and suffering more than anything else, they also take
gratification from the callous manipulation of the weaker
beings they prey upon. When these twisted creatures
emerge into the galaxy from their twilight realm of Com-
moragh, it is as piratical raiders, striking swiftly and with-
out warning from their arrow-quick craft. A Dark Eldar raid
is a horrific sight, merciless aliens slaughtering the major-
ity of those they encounter and carrying the enslaved survi-
vors back to their nightmarish domain.
The Dark Eldar delight in toying with their enemies, the
full measure of their alien intellect is given to the pleas-
ure of playing upon their prey's fears. Their warrior sects
strike swiftly and without warning, screaming into the
enemy lines on baroque skiffs before leaping into their
ranks so they may experience the joy of slaughter first-
hand. Sprays of arterial blood and spasming corpses
mark their passage, the deranged and cruel laughter of
these murderous aliens ringing in their dying victims'
ears as they search for new playthings.
To these depraved individuals, the sweet fruit of terror is as
pleasing as the caress of a razor-sharp blade across soft
flesh. They delight in breaking the bodies and souls of their
captives, their tortures an art refined over long millennia.
They revel in every nuance of anguish and woe until their
captives are gibbering wrecks pleading for an end to their
miserable existence - a mercy the Dark Eldar will never
grant.
In this Apocryphal Text we study the basic members of a
Dark Eldar raiding party, from the agile and cruel warriors
that fill the ranks of the blood frenzied hordes to the wy-
ches and leaders who champion the cause of pain, suffer-
ing and slavery to the beasts that are created and enslaved
by these twisted cousins of the noble Eldar. This text also
lists a armoury of these foul pirates and raiders, including
their common vehicles, weapons, drugs and exotic items.
warrior while moving. Splinter cannons are a general
weapon against armies that rely on numbers rather
than armor.
Dark Lance - This is the Dark Eldar equivalent to the
lascannon, as it is designed to destroy armoured units.
It employs the use of 'Dark Matter' to cause armoured
units to violently explode regardless of the armour or
totally vaporising a single unit. The main cannon in a
Dark Eldar army against enemy vehicles.
Dark Eldar weaponry is made from light weight materi-
als that are unknown to the Imperium. Dark Eldar have
a very small choice of long range weaponry, but can be
extremely deadly if designated at the correct foes.
Disintegrator - Similar to the dark lance, but designed
to destroy infantry units. This weapon can be fired in
two different ways - one large blast of 'dark matter'
that explodes like a plasma cannon, or several smaller
blasts which can decimate well-armoured enemy
troops. Both shots carry a fantastic AP value but don't
damage the vehicle like lesser plasma weapons would.
Combat Blades – Can be added to Splinter Pistols and
Splinter Rifles and cause these weapons to be treated
as Mono-Spears in melee combat.
Destructor – A specialised Dark Eldar weapon that fires
a high pressured stream of acid, poisons and toxins
that can eat through armour.
Poisoned Blades - A pair of blades with vicious poisons
that will quickly kill any being that is cut by it.
Agoniser - A weapon that directly affects the enemies
nervous system, causing an incredible amount of pain.
A character armed with this weapon can hurt any crea-
ture.
Note that because the Dark Eldar revel in the torture
of other people, most of their weapons don't actually
kill the opponent. Instead, they cause him/her such
immense amounts of pain that they are incapacitated
while still alive. This allows the Dark Eldar to "flavour"
their soul. After battle the opponents will be killed and
their souls consumed- the unlucky ones go back to
Commoragh as slaves.
Punisher - Similar in shape to a halberd but designed
to be able to slash through anything from a grunt to a
tank. Punishers are typically wielded by incubi.
Terrorfex Grenade - These special grenades contain a
nerve gas which the Dark Eldar have dubbed
"Terrorfex" this gas induces hallucinatory visions of
pain and suffering, these disturbing images are devas-
tating to the morale of the Dark Eldar's enemies, effec-
tively blinding the enemy. These grenades could be
compared to photon flash grenades and require a WP
test at –20 or suffer from Table 8-4 page 233 Dark Her-
esy Core rules.
Splinter Rifle - The standard weaponry of a Dark Eldar
warrior. The ammunition crystal is broken down and
propelled through the barrel at high speed, these
splinters are often mixed with toxins or other harmful
chemicals to cause immense pain to the enemy.
Splinter Pistol - A smaller version of the splinter rifle
with blades attached for use as a close combat
weapon as well as a gun.
Splinter Cannon - A highly efficient weapon for killing,
as the weapon not only has an automatic firing mecha-
nism but it also has no recoil. It can be fired by the
COMBAT DRUGS: One of the most dangerous as-
pects of facing Dark Eldar attackers is their tendency
to be hopped up on some form of combat drug of
one nature or another. These tend to give them en-
hanced reactions and strength as well as ferocity.
Treat any Dark Eldar on combat drugs as having the
Frenzy and Fearless Talents as well as having +5 WS.
In addition they may choose to have +5 S, T, and Ag
but suffer 1 Wound of damage for each one of these
additional bonuses taken.
Regardless, all Dark Eldar on combat drugs must take
a Toughness Test (at +10) or suffer –10 to Int, Fel ,
Per and WP while using the drugs. In addition if this
test comes up as doubles (11, 22, 55, 99) the user
suffers wound damage equal to the number that is
doubled (so a roll of 33 results in 3 wounds damage).
Combat drugs are usually used by Wyches and Ar-
chons, but may be present at any level among the
Dark Eldar warriors.
Any Dark Eldar with the Chem-Use skill can use this
skill and any associated modifiers for Talents in place
of their Toughness to resist the negative side effects
of Combat Drugs.
SHADOWSKIN: It is unsure if Shadowskin is a piece of
clothing known only to the Dark Eldar of if it is a mu-
tation found in some of its members who have been
overly exposed to the Webway. Regardless, any Dark
Eldar deemed by the GM to have Shadowskin is
known as a Mandrake and has his abilities modified
as follows: Ag +10, Silent Move +20, Acrobatics +20,
Climb +20. The Shadowskin also provides an AP of 1
and increases the wearer’s chance of surprising his
foes by 20 (i.e., netting a –20 on perception tests to
locate the Mandrake).
WYCH WEAPONS: Wych Weapons are special weap-
ons wielded by Dark Eldar Wyches. They are usually
small and wickedly designed, often built as paired
weapons. In the hands of a Wych (or anyone with
Melee Weapon Training (Wych Weapons) Talent)
they are especially dangerous and deadly weapons,
useful for defensive and offensive fighting.
POISON: Dark Eldar often coat their melee weapons
in poison. Any melee weapon can be considered to
have the Toxic weapon trait if the GM desires.
Dark Eldar Warriors
Archon/Dracon
Dark Eldar Warriors are the most often encountered
type of raider. They perform the hard work of the
raiding parties, piloting the vessels, fighting on the
front lines and risking their lives in direct confronta-
tion with their victims. While they can be as sneaky
and crafty as the other Eldar, their training is usually
geared toward front line fire fights and direct as-
saults. Their actions are usually covers for infiltration
and other subterfuge from the remainder of a raid-
ing party.
The Archons and Dracons of Commorragh l ead the
Kabals of the Dark Eldar into battle. The Archons are
fierce warriors who lead their Kabals ruthlessly,
claiming any and all spoils of battle.
" Dark Eldar thrive on domination and power, and
those who are vicious and ruthless enough will
quickly rise to positions of authority. The Dark Eldar
Lords lead their servants into battle in the search for
slaves and souls, leaving worlds in ruin with a verita-
ble mountain of dead heaped in their wake. "
Movement: 4/8/12/24
Wounds: 10
Skills: Acrobatics (Ag) +10, Climb (S) +10, Deceive
(Fel), Dodge (Ag), Intimidate (S), Navigation (Int),
Pilot (Raider or Ravager or Reaver or Scourge) (Ag),
Silent Move (Ag), Survival (Int).
Talents: Basic Weapon Training (Dark Eldar), Blind
Fighting, Catfall, Decadence, Disarm, Hard Target,
Jaded, Leap Up, Melee Weapons Training (Dark
Eldar).
Traits: Unnatural Agility (X2).
Equipment: Warrior Armour, Splinter Rifle, Combat
Dagger. Some Dark Eldar warriors may have Shad-
owskin if so replace Splinter Rifle with Splinter Pistol.
Some warriors may ride Reaver jet bikes or use
Scourge winged jet packs.
There will generally only be one Archon or Dracon
per kabal and each kabal will encompass the entire
group of warriors, wyches and other Dark Eldar in
the raiding party. It is not uncommon for kabals to
have a special talent, skill or trait common to all of
them. If the GM so desires, he may assign a bonus
skill, talent or trait as he sees fit.
The characteristics below are for a Dracon. An Ar-
chon would have similar stats, but will usually have a
bonus of +D5 to WS, BS, Ag and Per and 1 additional
wound. In addition, a Archon is considered to have
equipment of the best craftsmanship.
Movement: 5/10/15/30
Wounds: 14
Skills: Acrobatics (Ag) +20, Climb (S) +10, Command
(Fel), Common Lore (Dark Eldar) (Int), Dodge (Ag)
+10, Interrogation (WP) +10, Intimidate (S) +10,
Navigation (Int), Pilot (Raider or Ravager or Reaver
or Scourge) (Ag) +10, Silent Move (Ag) +10, Survival
(Int) +10, Tracking, Trade (Slaves) +20.
Talents: Basic Weapon Training (Dark Eldar), Blade-
master, Blind Fighting, Catfall, Dark Soul, Decadence,
Disarm, Hard Target, Jaded, Leap Up, Lightning At-
tack, Lightning Reflexes, Melee Weapons Training
(Dark Eldar), Pistol Training (Dark Eldar), Sound Con-
stitution (x3), Wall of Steel.
Traits: Unnatural Agility (X2).
Equipment: Warrior Armour, Splinter Pistol, Combat
Dagger, Agoniser or Punisher, Terrorfex Grenades,
Combat Drugs.
Zgłoś jeśli naruszono regulamin