An alternate army for Space Marine
by
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HTMLed by Stefano Lanticina
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The Dark Eldar are the original Eldar that went over to Chaos, creating the
Eye of Terror form the Eldar homeworlds. Their raids pose a considerable
threat to the fringes of the Imperium. However, most of the actual Eldar were
killed in the Fall, so now they rely on enslaved Orks to do much of the
fighting in battle. The Dark Eldar that survived, however, invented fiendish
weapons of destruction, and combined their natural psionic powers with the
raw energy of the Warp, making them fearsome oponents. The Dark Eldar stayed
in a small region of Chaos space until they were discovered, about 200 years
before the present, by a group of Explorators aided by Space Marines, from
which point on they have been raiding peripheral worlds of the Imperium. In
that relatively short period of time, they have captured several star systems,
and have caused serious damage to several more before being driven back. They
have also made scattered attacks against Squat Homeworlds, Ork worlds, and, of
course, they will savagely attack any Eldar they can find.
Dark Eldar Raiders
The basic Dark Eldar troop type, such as they are.
Move 10, save N/A, CAF +0, shruiken weapons, range 50cm, 1 attack die, 5+ to
hit, no save mod, Morale 3+
Heavy Raiders
Dark Eldar Raiders including some carrying heavy weapons.
Move 10, save N/A, CAF +0, heavy weapons, range 75cm, 1 attack die, 4+ to
hit, -1 save mod, morale 3+
Lost Soul Raiders
Like Raiders, but they are resurrected Raiders killed in
battles past, that have pledged their devotion to a particular Chaos Power.
Each Lost Soul Detachment must be dedicated to either Khorne, Tzeentch,
Nurgle, or Slaanesh. A Dark Eldar army may have only one Lost soul detachment
of each Chaos Power. Each lost soul detachment gets the Chaos reward normally
conferred on a Chaos Marine Legion of that alignment. Therefore: Lost souls of
Khorne get Blood rage of Khorne, Lost Souls of Nurgle get Nurgle's Rot, etc.
Move 10, save N/A, CAF+0, Shruiken weapons, range 50cm, 1
attack die, 5+ to hit, no save mod, Notes: Chaos Reward card. Morale 1+
Reaper Jet Bikes
These are Jet Bikes used by the Dark Eldar. They are armed
with massive batteries of Shruiken catapults under the canopy.
Move 30, Save
N/A, CAF +3, Shruiken weapons, range 25cm, 2 attack dice, 5+to hit, no save
mod, Notes: Skimmer, Morale 3+
The Witch King
Witch Kings: Witch Kings are twisted Dark Eldar who once were Warlocks or
Farseers. They lead the Dark Eldar into battle, and ride in the Ironhand Super
Heavy Tanks. Each Witch-King has powerful psychic abilities that they use to
speed the Dark Eldar to victory.
Move 10, save N/A, CAF +2, Shruiken pistols,
range 25cm, 4+ to hit, no save mod, Notes: Command unit, Psychic Powers,
Morale 1+
The Witch King's powers:
- Summon Horde: This power creates a rift in the warp, allowing a horde of Chaos
creatures to enter. The horde is represented by a barrage template, and it can
be placed anywhere within 25cm of the Witch King. It appears on a 5+, and you
must roll a scatter die for it when it appears. In addition, if you roll a 1
on the roll to summon the horde, the Witch King has miscalculated the currents
of the warp, and the horde appears right on top of the Witch King. The horde
attacks anything it touches in close combat, rolling 5D6, but subtracting a
CAF of -4. Multiple attackers may not roll any extra dice for being second, or
third, or whatnot. The horde will not be affected by any ranged weapons except
weapons with a template, in which case it will be hit automatically if they are
more than half under the template, and will have to make a 4+ save. In every
end phase, roll 1 die. On a 1-2 the warp hole collapses, and the horde
disappears. On a 3-4, the horde moves 2D6cm in a random direction. On a 5-6
the horde charge.
- Scourge: This power attacks with a bolt of lightning. It works on a 6+. If it
works, it will automatically hit the nearest enemy within 15cm, and if the
target fails its save (troops with no save save on 6+) it will act as a
conductor as it dies, and the nearest enemy within 15cm of it will be attacked,
the process going on until either a target makes its save, or there are no
enemies within 15cm of the last one.
- Terror of the Dark One: On a 4+, the Witch King will cause an enemy unit
within 25cm to make two immediate morale checks, one after another. This does
mean that an enemy unit might fail both checks and rout immediately.
- Warp Surge: On a 5+, a Dark Eldar unit within 15cm gets D6 randomly drawn
Chaos Cards. These cards have their effects immediately applied to the unit.
The unit may ignore the effects of useless cards (such as Burning Body out in
the open), but if it does, it will still have to discard the cards- it can not
save them for later.
Ironhand Super Heavy Tanks
Ironhand Super Heavy Tanks are the war machines
that the Dark Eldar use to keep their prisoners under control, lead the Dark
Eldar Raiders into battle, and are also extremely powerful vehicles in their
own right.
Move 25, Save 1+, CAF +4, Weapons: Ironhand lasers: range 75cm, 4
attack dice, 5+ to hit, -1 save mod. Shruiken: range 15cm 3 attack dice, 5+ to
hit, no save mod. Notes: Used w/ companies, ridden by Witch King, skimmer,
Morale 3+.
Warpspawn Thrower
These are hideous parodies of Warp Hunters, but instead of
creating a distortion radius, they actually call into being a Chaos Spawn if
they kill their original target. If the target of the warpgate is destroyed,
then roll a die: on a 5+ it is replaced with a barrage template, which acts as
a (slightly smaller than normal) Chaos Spawn, but on a 4- the target is merely
destroyed.
Move 20, Save 3+, CAF +3, Warp gate: range 75cm, 1 attack die, 5+
to hit, -1 save mod. Notes: Chaos Spawn on 4+, skimmer, Morale 3+.
Vulture Grav-Tank
The basic Dark Eldar war machine, it is often used to form
companies, and can transport Ork slaves into combat.
Move 25, Save 3+CAF +1,
Lascannon, range 75cm, 3+ to hit, -1 save mod, Notes: Skimmer, can carry 2
stands, Morale 3+
Agonizer Cannon
This cannon actually amplifies the pain of sacrifices put
into its rear warp prism, and sends it across the battlefield to burn the
minds of the Dark Eldar's enemies. It may only shoot at living targets, as it
attacks by causing pain, but no saves apply except for psychic saves. If shot
at Titans, it may be disrupted by void or power shields on a 4+ and a hit
forces a roll on the head damage table. It may not be shot at Daemons of any
kind.
Move 25, save 3+, CAF +1, Agonizer Cannon: Range 75cm, 2 attack dice, 4+
hits, no saves apply, Notes: Special- see above, skimmer, Morale 3+.
Grav Lascannon
These are like the Eldar anti-grav lascannon, except that they
take longer to charge up before shooting. This means that their bolts are more
powerful, but they have less time to acquire their targets, so they are less
accurate.
Move 10, Save N/A, CAF-3, Lascannon, Range 75cm, 1 attack die, 5+ to
hit, -3 save mod, Morale 3+
Slaves
A large proportion of a Dark Eldar army is made up of Ork slaves,
remnants of Snikborg's Waaargh made into the Eye of Terror, made to fight for
the Dark Eldar by a combination of coercion and
psychic powers. Ork Slaves are particularly useful, as they may concentrate
their innate psychic power to give their Witch-King extra psychic energy. If
an Ork Slave Boyz Mob does not move, fire or fight in close combat in their
turn, their controlling Witch-King can use two powers in his turn instead of
one. Ork Slave Boyz are goaded into a fighting frenzy by their Witch-Kings,
and so may not be put on first fire orders. Slaves are controlled by an
Ironhand Super Heavy Tank ridden by a witch-king, which must always remain
within 25cm of all of the slaves it controls. If, for any reason, the
Ironhand is not within 25 cm of its slaves, or it is destroyed, at the End
Phase, they must make an immediate Rebellion test. If there is another witch
king within 25cm then the slaves make their Rebellion test at -3. If there
is not another witch-king, but there is another unit of Dark Eldar within
25cm, then they roll at -1. Roll a D6: 0 or less: they stay under control and
may be ordered normally next turn, but if they still have no witch-king
within 25cm by the next end phase, they will have to test again then. 1: they
are cowed and stay where they are, but are not under control by the Dark
Eldar the next turn. They will make another Rebellion test next end phase.
2-3: they try to escape as fast as possible. They will charge towards the
nearest table edge, and if a unit gets in their way, they will fight them in
close combat, but at -1 CAF. Next turn they will check again, but any result
other than 2 or 3 only takes effect on a D6 roll of 4 or more. If this roll
is 3 or less they stick with their current behavior. 4+: they attempt to
fight back at their captors, and next turn they will be controlled by the
opposing player. At the end of the next turn, though, they will take another
Rebellion test, at +2.
Move 10cm Save N/A CAF +1, Bolter
weapons, range 50cm, 1 attack die, 5+to hit, no save mod, Notes: Can build up
Psychic energy, morale 4+.
Units
Dark Eldar support cards may not be bought for Ork Slave Boyz mobs.
Company Cards
- Dark Eldar Raider Company: 3 detachments of Dark Eldar Raiders (6 stands each,
w/3 Vulture Grav-Tanks), and 1 Ironhand W/ Witch-King. Points Value 1100
- Heavy Raider Company: 3 detachments of Heavy Raiders (6 stands each, w/3
Vulture Grav-Tanks), and 1 Ironhand W/ Witch-King. Points Value 1300
- Lost Soul Raider Company: 3 detachments of Lost Soul raiders of any Chaos
power (4 stands each), Ironhand W/ Witch King. Points Value 800
- Vulture Grav-Tank Company: 3 detachments of Vultures (3 Grav-Tanks each)
Points Value 450
- Ork Slave Boyz Mob: 1 mob of 15 Ork Boyz stands, one Ironhand W/ Witch King.
Points Value 550
Support Cards
- +4 stands of Ork Slave Boyz stands Points Value 100 (only as support for
Slave Ork Mobs)
- Dark Eldar Raider Detachment: 6 stands of Raiders Points Value 150
- Heavy Raider Detachment: 6 stands of Heavy Raiders Points Value 200
- Vulture Grav-Tank Detachment: 3 Vultures Points Value 150
- Reaper Jet Bike Detachment: 5 Reaper Jet Bike Stands Points Value 250
- Warpspawn Thrower Detachment: 2 Warpspawn Throwers Points Value 200
- Agonizer Cannon: 1 Agonizer Cannon Points Value 150
- Grav Lascannon detachment: 3 grav Lascannon Points Value 150
Note
There are two reasons why many of the powers and troop types seem like
rip-offs of original Eldar stuff. the first is that I wanted the army to be
able to be used by people who are not modelers. Simply use the corresponding
Eldar troop type. The second is that I wanted to stick fairly closely to the
original rules, so that I could give points values that were reasonable.
Making a Dark Eldar Army
I recommend using purples, greens, and golds to
paint the Dark Eldar troops and vehicles. Slaves can be painted in orky
colors. In case you couldn't figure out exactly what Dark Eldar model
corresponds to what Eldar model, here's a list of which is which.
- Dark Eldar Raiders: Guardians.
- Heavy Raiders: Guardians including 1w/ heavy weapon.
- Lost Soul Raiders: Guardians painted in the colors of their patron Chaos
Powers.
- Reaper Jet Bikes: Normal Eldar Jet Bikes.
- Witch-King: Warlock stand.
- Ironhand Slave Engine: Tempest.
- Warpspawn Thrower: Warp Hunter.
- Vulture Grav- Tank: Falcon Grav-Tank.
- Agonizer Cannon: Prism Cannon.
- Grav Lascannon: Grav Lascannon.
I haven't really playtested the Dark Eldar much, so Please give
me feed back on this!Thanks,
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Sorry about the line length, it was a real pain
just to get out here :(
Well I hope you all enjoy this. Keep watching this space for more
from Mayhem Inc. :) Yours