The Dark Kin - Dark Eldar Project for Only War

By SgtLazarus, in Only War House Rules

As the title implies. I'll try to keep this one a little more structured than the last. As ever, input and feedback welcome. Much of this is borrowed directly from the Rogue Trader supplements "The Soul Reaver" and "The Dark Kin", so all due credit and copyright where it is deserved.

Generating Characteristics as Dark Eldar;

Weapon Skill: 20 + 2d10
Ballistic Skill: 20 + 2d10
Strength: 20 +2d10
Toughness: 15 +2d10
Agility: 25 + 2d10
Intelligence: 20 +2d10
Perception: 25 + 2d10
Willpower: 20 + 2d10
Fellowship: 15 + 2d10

Or -5 Toughness & Fellowship, +5 Agility & Perception

Medical Attention - Non-Eldar Medics attempting to heal an Eldar suffer a -10 to their Medicae test unless they possess Forbidden Lore (Xenos)

Alien Visage - Eldar characters have very distinctive features, and suffer a -30 penalty to Deceive when attempting to pass themselves off as members of another species

Dark Eldar Knowledge - All Dark Eldar begin play with Common Lore (Dark Eldar) and Linguistics (Dark Eldar).

Matchless Grace: All Dark Eldar benefit from Unnatural Agility (3)

Speak Not Unto The Alien: Eldar suffer a -20 to all Interaction tests with Imperials, due to the Xenophobic distrust between them.

Power Through Pain: A Dark Eldar character gains a single Pain Token whenever one or more living creatures within a number of metres equal to his perception bonus are killed, stunned, suffer critical damage, suffer blood loss, fail a Fear or Pinning Test or are otherwise subjected to excruciating pain. (at GM's discretion). Each Time a Dark Eldar character accumulates 8 Pain Tokens, he trades them for a temporary fate point for the duration of the session. This Fate Point cannot be burned. A character may not gain more than one Pain Token from any single event. If a Dark Eldar fails to gain a Pain Token during a session, he suffers 1d5 Willpower damage which does not begin to heal until they gain a Pain Token.

She Who Thirsts: While the Eldar understand the threat of all the Chaos Gods as being dire, no single entity poses a greater threat to Eldar existence than Slaanesh. With the Dark Eldar, this manifests itself as a leeching of their spirit, a perpetual drain upon their fundamental essence that cannot be stopped, only delayed. Dark Eldar gain Corruption Points as normal, but do not gain mutations or malignancies; instead a failed Malignancy Test adds +1 to the number of Pain Tokens the character requires in order to gain an additional Fate Point. This is accompanied by a greater appearance of age and greater frailty when not able to feed - for every failed Malignancy Test, a Dark Eldar Explorer nominates a single characteristic other than Willpower or a Characteristic that he has nominated in this way before. At the end of any session in which the Dark Eldar character did not gain at least one Pain Token, he suffers 1d5 Willpower Damage plus 1d5 Damage to any other characteristics that he has chosen from failed Malignancy Tests. This damage does not begin to heal until the character has gained at least one Pain Token in a subsequent session.

Depraved Psyche - Unlike Corruption, Insanity is of no concern to the Dark Eldar. The concepts of sanity and insanity are no longer a consideration for these twisted Xenos. For them, the indulgence of desires and the unnatural hunger within their souls are primary concerns. Dark Eldar characters do not gain Insanity Points - their outlook on existence and their normal behaviour are already beyond the realms of what a human would consider sane. As a result of this trait, Dark Eldar also gain the Jaded talent freely at character creation.

Dweller of the Dark - All Dark Eldar characters gain the benefits of the Dark Sight Trait.

On Dark Eldar & Fate;

When a Dark Eldar character dies, should their remains be returned to a Haemonculus, he can resurrect them - at a cost. This process involves regrowing any lost limbs or organs in a tank, which would be handled as an Extended Care test. The role of Fate for a Dark Eldar character will be to act as a payment for the Haemonculus from the character's soul energy to restore him to life.

When a player character with no fate remaining dies, they are unable to pay the Haemonculus for his services. At this point, GMs can choose to either have the character die permanently, or have the Haemonculus exact some other cost from them. Ultimately, this is at the discretion of the GM, even if the Haemonculus in question is a player character.

Edited by SgtLazarus

Dark Eldar Specialisms

The Dark Eldar may enter the following specialisms;

Basic;

Kabalite Heavy
Reaver
Kabalite Warrior
Sybarite

Support;

Haemonculus
Wych
Incubus
Mandrake
Sslyth
Hellion

Advanced;

Beastmaster
Scourge
Lhamean Courtesan
Dracon

Edited by SgtLazarus

Kabalite Heavy

Characteristic Bonus - +5 Toughness

Starting Aptitudes - Ballistic Skill, Offence, Perception, Toughness, Agility, Tech

Starting Skills - Athletics or Survival, Common Lore (Dark Eldar, War), Intimidate

Starting Talents - Weapon Training (Splinter, Heavy, Low-Tech, Choose 1), Bulging Biceps

Specialist Equipment - Splinter Cannon Or Dark Lance

Advances - Loader (As Heavy Gunner), Stabilise (As Heavy Gunner)

Wounds - 8 + 1d5

Edited by SgtLazarus

Reaver

Characteristics Bonus - +5 Agility

Starting Aptitudes - Agility, Weapon Skill, Ballistic Skill, Fieldcraft, Finesse, Tech

Starting Skills - Navigate (Surface), Operate (Surface) or Operate (Aeronautica), Tech-Use.

Starting Talents - Weapon Training (Low-Tech, Splinter), Technical Knock

Specialist Equipment - Scanner, Mind-Impulse Unit, Combi-Tool

Wounds - 4 +1d5

Advances - Gunner (As Operator), Put That Out! (As Operator)

Comrade Note - Though Reavers are accompanied into battle by other Reavers, this comrade is mechanically identical to the Kabalite Warrior for all intents and purposes beyond those specified within the specialism.

Edited by SgtLazarus

Kabalite Warrior

Characteristics Bonus - +5 Weapon Skill or +5 Ballistic Skill

Starting Aptitudes - Agility, Ballistic Skill, Fieldcraft, Finesse, Weapon Skill, Offence

Starting Talents - Athletics or Survival, Navigate (Surface), Common Lore (Dark Eldar, War)

Starting Talents - Rapid Reload, Weapon Training (Choose 3, excluding Heavy)

Specialist Equipment - Good Quality Splinter Rifle OR Common Quality Shardcarbine Or Poisoned Blade

Wounds - 6 + 1d5

Advances - Armsman (As Weapon Specialist), Hail of Fire (As weapons specialist)

Sybarite

Characteristics Bonus - +5 Strength

Starting Aptitudes - Defence, Fellowship, Leadership, Perception, Strength, Weapon Skill, Toughness

Starting Skills - Intimidate, Navigate (Surface) or Scholastic Lore (Tactics)

Starting Talents - Air of Authority OR Disturbing Voice, Weapon Training (Splinter, Low-Tech, Power)

Specialist Equipment - Neural Whip, Splinter Pistol

Wounds - 8 + 1d5

Advances - Covering Fire (As Sergeant), Get Them! (As Sergeant), Snap Out of It! (As Sergeant), Example*

Example (250xp) - The Sybarite uses their comrade as a whipping post, striking them viciously in an effort to galvanise the warriors that follow them into battle. The Sybarite may substitute Intimidate for all Command Tests.

Haemonculus

Characteristic Bonus - +5 Intelligence

Starting Aptitudes - Ballistic Skill, Intelligence, Knowledge, Fieldcraft, Tech, Toughness, Defence, Willpower, Weapon Skill

Starting Skills - Interrogation, Tech-Use, Medicae, Trade (Chymistry) Or Intimidate

Starting Talents - Cold-Hearted, Weapon Training (Low-Tech, Splinter, Power, One Exotic)

Wounds - 6 + 1d5

Special Comrade - Haemonculi are not escorted into battle by normal Kabalite troops, but instead by a Wrack. Treat as an Ogryn comrade (See Shield of Humanity)

Advances - Bodyguard (As Sanctioned Psyker's Overseer), Warped Flesh*

Warped Flesh (250 * Natural Armour Level, Minimum 250) - The Haemonculus' horrific experiments upon his own flesh have led to it developing into a natural armour in it's own right. The Haemonculus gains the Natural Armour (X) trait, or increases the value of (X) based on the number of times this advance has been purchased. For example, a newly created Haemonculus who purchases this advance for 250xp gains Natural Armour (1). A Haemonculus who purchases this advance who already has Natural Armour (3), purchases it for 750xp, and gains Natural Armour (4)

Edited by SgtLazarus

Wych

Characteristics Bonus - +5 Weapon Skill

Starting Aptitudes - Weapon Skill, Agility, Strength, Finesse, Offence, Defence

Starting Skills - Dodge, Acrobatics OR Stealth

Starting Talents - Ambidextrous OR Hard Target, Weapon Training (Low-Tech, Power)

Specialist Equipment - Wychsuit, Splinter Pistol & Razorflail OR Hydra Gauntlets

Wounds - 8 + 1d5

Advances - Watch My Back! (As Brawler), Two Against The Odds (As Brawler)

Incubus

Characteristic Bonus - +5 Toughness

Starting Aptitudes - Agility, Weapon Skill, Fieldcraft, Finesse, Offence, Toughness

Starting Skills - Awareness, Dodge or Parry, Intimidate, Scholastic Lore (Tactics), Stealth

Starting Talents - Quickdraw, Takedown OR Counter Attack, Weapon Training (Power, Low-Tech)

Specialist Equipment - Klaive, Incubus Warsuit.

Starting Wounds - 10 + 1d5

Comrade Note - Incubi are incredibly insular and distant, separating themselves from the Kabals of Dark Eldar society. As such, they do not travel with a Comrade.

Advances - Shield, Weapon Master

Shield (250xp) - Incubi are often hired to protect persons of significant importance or wealth within Dark Eldar society. Should the Incubus wish to protect a nearby ally, they may choose to take the hit on their behalf instead.

Weapon Master (300xp) - Such is the Incubus' mastery of their chosen form of murder that they excel at it above and beyond lesser mortals. The Incubus may choose, once per encounter, to activate this ability as a free action. For the duration of one round, the Incubus may double the number of attacks he may make (Twice if wielding a single weapon, or four times (twice per weapon) if dual-wielding.)

Mandrake

Characteristics Bonus - +5 Agility

Starting Aptitudes - Agility, Finesse, Fieldcraft, Weapon Skill, Offence

Starting Talents - Cold-Hearted, Sure Strike OR Takedown

Starting Traits - Phase, Frozen Flame, Daemonic (1), Nightstrider.

Specialist Equipment - Wicked Blade

Starting Wounds - 4 + 1d6

Comrade Note - Mandrakes are solitary hunters in the dark. They do not travel with a comrade.

Frozen Flame - A Mandrake that has slain a living being within the past 24 hours can use the Baleblast attack (Basic; 50m; S/3/-, 1d10 +6E Pen 4; Clip -; Reload -; Crippling (3), Corrosive)

Nightstrider - As a full action, a Mandrake can slink into one shadow only to emerge from another one up to his double-move away, filling the air within 10m around it with an icy chill. Make an opposed Stealth Test to shake your enemies' sight.

Advances - Silent Ambush (As Scout), Daemonic Resilience, Daemonic Strength

Daemonic Resilience (300xp x Daemonic Rating) - The Mandrake increases their Daemonic Trait Rating by 1.

Daemonic Strength (300xp x Unnatural Strength Rating, Minimum 300) - The Mandrake increases their Unnatural Strength characteristic by 1. The first time the Mandrake purchases this characteristic, it gains Unnatural Strength (1).

Edited by SgtLazarus

Sslyth

Foreword - I understand ahead of time that the Sslyth is an incredibly powerful creature for a Player Character, and advise that GM discretion be used in allowing players to take on this role.

Characteristics Bonus - +5 Toughness, -5 Perception. -10 Willpower

Starting Aptitudes - Weapon Skill, Ballistic Skill, Strength, Toughness, Offence, Defence, Agility, Finesse

Starting Skills - Awareness or Stealth, Intimidate, Parry.

Starting Talents - Ambidextrous, Two Weapon Wielder (Melee) or (Ranged)

Starting Traits - Auto-stabilised, Multiple Arms (4), Hulking, Unnatural Strength (2), Unnatural Toughness (2), Natural Armour (1)

Specialist Equipment - Shardcarbine, Mono Sword.

Starting Wounds - 25 + 1d5

Comrade Note - Sslyths do not travel with a Comrade.

Advances - Hardened Scales. Terrifying Presence.

Terrifying Presence (300xp) - The Sslyth gains Fear (1) as a trait.

Hardened Scales (300xp x Natural Armour Rating) - Increases the Sslyth's Natural Armour rating by 1.

Beastmaster

New Aptitudes - Strength, Perception, Leadership, Willpower, Offence, Fieldcraft

New Talents - Combat Formation, Catfall OR Fearless

Specialist Equipment - Electrocorrosive Whip, Splinter Pistol, Skyboard

Comrade Note - The Beastmaster changes his standard warrior comrade for a Beast minion from the following list; Clawed Fiend, Kymera, Razorwing Flock. (See Only War Core Rulebook)

Advances - Poacher, Warbeast

Warbeast (300xp) - The Beastmaster may make a Challenging (+0) Command or Intimidate test in order to drive his creatures toward the enemy. Use the degrees of success on this test to determine the number of successful hits by the creature.

Poacher (250xp) - The Beastmaster has developed comprehensive knowledge of the art of capturing individuals, and may instead deal non-lethal damage when armed with a melee weapon. Any weapon damage which passes the target's armour and toughness bonus is instead dealt as levels of fatigue. Damage from additional traits (such as from the Toxic quality) remains lethal damage.

Edited by SgtLazarus

Scourge

New Aptitudes - Ballistic Skill, Agility, Finesse, Perception, Offence, Defence

New Talents - Hip Shooting Or Bulging Biceps & Weapon Training (Heavy)

New Traits - Flyer (8)*

Specialist Equipment - Shredder OR Splinter Cannon OR Dark Lance.

* Due to the surgical nature in which a Scourge gains their wings, this is a permanent enhancement and is retained even if the Scourge changes specialisation.

Comrade Note - Due to the difficulty a normal Kabalite would have in keeping up with a Scourge as it flies above the battlefield, Scourges eschew their original comrade permanently in favour of a fellow Scourge. Mechanically, the only difference is that the Comrade also gains the Flyer (8) trait.

Advances - Elusive (300xp) - The Scourge can make a number of extra reactions equal to half it's Natural Agility Bonus.

Distraction (250XP) - The Scourge orders it's subordinate to distract the enemy, breaking cohesion and making an Opposed Stealth Test. Should it succeed, the enemy become unaware of the Scourge, but are still able to direct fire toward it's comrade. Enemies are considered Unaware of the Scourge for this round.

Edited by SgtLazarus

Hellion (Support Specialism)

Characteristics Bonus - +5 Agility

Starting Aptitudes - Agility, Fieldcraft, Finesse, Perception, Weapon Skill, Offence

Starting Skills - Operate (Aeronautica), Navigate (Surface), Intimidate

Starting Talents - Two Weapon Wielder (Melee), Catfall Or Hard Target.

Specialist Equipment - Skyboard, Hellglaive.

Starting Wounds - 6 + 1d5

Advances -

Flurry of Death (300xp) - The Hellion is death afloat on his Skyboard. Such is his speed that he can make an additional attack per round.

Decapitation (300xp) - If the Hellion manages to decapitate an opponent, he may spend a Pain Token in order to gain the Fear (1) trait.

Edited by SgtLazarus

Lhamaean Courtesan

Prerequisite - Female.

New Aptitudes - Agility, Intelligence, Knowledge, Fellowship, Social, Weapon Skill, Ballistic Skill

New Talents - Light Sleeper, Leap Up OR Assassin Strike

Specialist Equipment - Blade of the Sisterhood, Splinter Pistol

Advances - Blessings of Shaimesh (300xp), Sister's Kiss (250xp)

Blessings of Shaimesh - The Lhamean can enhance up to her Intelligence Bonus in weapons, which must possess the Toxic quality, with the following improvements; Toxic quality is increased by 2, Felling (4) OR the Weapon's existing Felling quality is improved by 2, Crippling (4) OR the Weapon's existing quality is improved by 2. These enhancements cannot be stacked.

Sister's Kiss - If a Lhamean Courtesan is successfully able to kiss her chosen victim, be it either a voluntarily accepted kiss, or a forced kiss during battle (Through the use of Grappling), they can impart damage as though their lips had the Toxic Quality, ignoring toughness, or they can hold a manner of crude control over the victim, prompting a Willpower Test or be controlled as per the Dominate Psychic Power.

Edited by SgtLazarus

Dracon

Prerequisite - Must be a member of a Kabalite Specialism, or the Sybarite Specialism.

New Aptitudes - Weapon Skill, Fellowship, Leadership, Social, Strength, Offence.

New Talents - Disturbing Voice, Air of Authority OR Into The Jaws Of Hell

Specialist Equipment - Ghostplate Armour, Agoniser or Venomblade, Blast Pistol

Advances - Might Makes Right (As Commander's Born Leader), Back Them Up! (As Commander), Flank Them! (As Commander), Lord Of Terror

Lord of Terror - The Dracon may choose to expend his Pain Tokens in a horrific display of his skill, gaining the Fear (X) trait for the duration of the encounter, where (X) is the number of Pain Tokens spent, up to a cap of 3.

On the subject of the Dark Eldar armoury, you can find all of the Dark Eldar equipment listed here in their entries in the Only War Core Rulebook and the Enemies of the Imperium rulebook. If there is anything I've added missing from these, or you feel that I'm missing something that should be added to these rules, feel free to give feedback, but otherwise I don't really want to copy-paste things out of the readily available rulebooks for this very system.

Due to the sheer number of Kabals active in Commoragh, I cannot be bothered to come up with stats for them, and it's hard to gauge which beyond the Black Heart and the Poisoned Tongue are actually of any significance.

I'll leave it to individual gaming groups to conceive their own stats for Kabals and warrior groups within them as they please. It doesn't take much, beyond a little creativity in gear and vehicles.

I would recommend that all players, however, receive as a minimum; Kabalite Armour, Splinter Pistol, two clips.

Just out of curiosity, why are you reducing the DE characteristic stats down? They roll most of their stats at 25 in Rogue Trader (which it is apparent you are familiar with by your knowledge of their racial traits), the rest at 20 or 30, why reduce them down to even out with human guardsman?

Unlike the whole 'RT human characters are special' rule of rolling against 25 rather than 20, it seemed apparent from Soul Reaver that DE numbers were supposed to represent your typical DE. It seems to me that you're handicapping them by -45 points.

Edited by Crow Eye

I've reduced their strength down for use as player characters for what I feel are appropriate for running as characters in a mixed race game, marking everyone against a human baseline similar to the structure presented in RPGs like Dungeons and Dragons.

It's not intended to be a perfect reconstruction in Only War, and the nerf is entirely intentional. Truth of the matter is, that this is intended predominantly for use by my own group and I've placed it here for the benefit of the community, as well as to get convenient input from others on my propositions.

If players would like a statline more akin to the one presented in Rogue Trader, they are more than welcome to add +5 to all of the Dark Eldar's attributes.

Following some playtesting, re-added the Jaded talent to a Dark Eldar's racial traits.