Dark Eldar, Edge of the Abyss, and GMing Dark Eldar NPCs

By Nojo509, in Rogue Trader

<spoilers for Edge of the Abyss>

In Edge of the Abyss, 4 Eldar groups are listed. None are called Dark Eldar, but it's pretty clear at least one is.

The Children of Thorns dress in armor of barbs and blades and are sadists. So, Dark Eldar for sure. The one thing that threw me was the typeface of their section. Probably a typo, but it made it look like the Children of Thorns were part of Craftworld Kaelor.

There is an Endeavour to hire the Children of Thorns. Sounds like a bad idea to me, but for very piratical Rogue Traders, it could work. And if it didn't work, could be a hell of a lot of fun.

The Crow Spirits are always hostile to humans, but they don't show the sadism and fashion sense of the Children of Thorns, so I'm thinking they are Grumpy Eldar, not Dark ;) . The adventure in the back of the book has a Crow Spirit, and it's not how I would write a Dark Eldar.

</spoilers>

We don't get profiles of Dark Eldar. Anyone using them in their campaigns? Any advice on portraying them? Nasty tricks they like to do? One of my players had a Dark Voyage where he was made a pet by a Dark Eldar who implanted xenos tech in his skull, sans pain meds.

Thanks,

Nojo

I wrote this before I had Into the Storm, so replace the weapons with those from Into the Storm which also holds the Eldar Blaster.
These I are adapted for Deathwatch ( http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=213&efcid=3&efidt=404908&efpag=0#405080 )


Dark Eldar Raider

WS 40
BS 45
S 30
T 30
Ag 45 (8)
Int 35
Per 35
WP 35
Fel25

Movement: 4/8/12/24 Wounds: 10 Initiative: 1d10+8

Skills:
Acrobatics, Awareness, Catfall, Common Lore (War), Concealment, Dodge, Drive (Skimmer/Hover), Interrogation, Intimidate, Literacy, Forbidden Lore (Xenos), Search, Silent Move, Speak Language (Dark Eldar), Tracking

Talents:
Basic Weapon Training (Dark Eldar), Hard Target, Leap up, Melee Weapon Training (Primitive), Nerves of Steel, Pistol Training (Dark Eldar), Resistance (Fear), Sprint

Armour:
Dark Eldar Mesh (4 AP All)

Weapons:
Splinter Rifle (BS 45%, Range 80, S/3/10, 1d10+2 R, Pen 3, Clip 200, Rld 2 Full, Hail of Splinters, Combat Blades)
- 2 Reloads, (WS 40%, 1d10+2R, Pen 2)
Or
Vile Webber (BS 45%, Range 60, 1d5+1 R, Pen 2, Clip 3, Rld 3 Full, Blast (3), Snare, Combat Blades)
- 2 Reloads, (WS 40%, 1d10+3R, Pen 2)
Gear:
1 Terrorfex Grenade

Traits/Mutations:
Unnatural Agility (x2)

Background:
Raiders are the most commonly encountered among the various worlds of the Imperium, they often use the Web Way to get close to pockets of human society and then attack them kidnapping as many victim as possible.
They move in quick and often try to leave before they meet any serious resistance.
A raiding party usually consist out of 10 to 20 Raiders accompanied by a Sybarite, sometimes a Familiar assists the Sybarite for maximum effectiveness.


Dark Eldar Warriors

WS 45
BS 50
S 30
T 30
Ag 45 (8)
Int 35
Per 35
WP 45
Fel25

Movement: 4/8/12/24 Wounds: 12 Initiative: 1d10+8

Skills:
Acrobatics +10, Awareness +10, Common Lore (War) +10, Concealment, Dodge +10, Drive (Skimmer/Hover), Interrogation, Intimidate +10, Forbidden Lore (Xenos), Literacy, Search, Silent Move, Speak Language (Dark Eldar), Tracking

Talents:
Ambidextrous, Basic Weapon Training (Dark Eldar), Catfall, Hard Target , Heavy Weapon Training (Dark Eldar), Heightened Senses (Sight), Hip Shooting, Melee Weapon Training (Primitive), Leap Up, Mighty Shot, Nerves of Steel, Pistol Training (Dark Eldar), Rapid Reload, Resistance (Fear), Sprint, Swift Attack

Armour:
Dark Eldar Warrior Mesh (5 AP All)
- Re-breather, Micro-bead, Photo Visor

Weapons:
Splinter Pistol (BS 50%, Range 30, S/3/5, 1d10+3 R, Pen 3, Clip 120, Rld 2 Full, Hail of Splinters, Combat Blades)
- 1 Reload, (WS 45%, 1d5+3R, Pen 2)
Mono Blade (WS 45%, 1d5+4 R, Pen 3)
and
Splinter Rifle (BS 50%, Range 80, S/3/10, 1d10+4 R, Pen 3, Clip 200, Rld 2 Full, Hail of Splinters, Combat Blades)
- 2 Reloads, (WS 45%, 1d10+3R, Pen 2)
or
Splinter Cannon (BS 50%, Range 120, -/-/10, 2d10+4 R, Pen 5, Clip 120, 3 Full, Hail of Splinters, Combat Blades, Special)
- 1 Reload, (WS 45%, 2d10+3R, Pen 2)
or
Dark Lance (BS 50%, Range 120, S/-/-, 4d10+6 E, Pen n/a, Clip 5, Warp, Tearing)
- 2 Reloads
or
Mono Sword (WS 45%, 1d10+4 R, Pen 3, Balanced)
Gear:
1 Terrorfex Grenade

Traits/Mutations:
Unnatural Agility (x2)

Dark Eldar Beast Master:
Int +10, Forbidden Lore (Daemonology) +10, Tracking +10, Wrangling +10, Ambidextrous
Splinter Pistol(BS 50%, Range 30, S/3/5, 1d10+3 R, Pen 3, Clip 120, Rld 2 Full, Hail of Splinters, Combat Blades) & Agonizer Whip (WS 45%, 1d10+6 R, Pen 2, Flexible, Shocking), Warp Whistle

Background:
These are less common in the Imperium, they are true Assault Troops, not often used in raids but in war, they guard Dark Eldar facilities and attack and annihilate Imperial forces.
A typical force consists out of 20 warriors led by a single Sybarite riding in two Raider hover vehicles, sometimes a Ravagers is added to give the unit more striking capabilities.

The Beast Masters are a rare breed, they capture and train the large Warp Beast stalking the Web Way, they show those beast little kindness until they release them on the battlefield where they can do what they were meant to do, hunt.

Dark Eldar Hellion

WS 45
BS 50
S 30
T 30
Ag 50 (10)
Int 35
Per 35
WP 45
Fel25

Movement: 5/10/15/30 Wounds: 12 Initiative: 1d10+10

Skills:
Acrobatics +10, Awareness +10, Common Lore (War) +10, Concealment, Dodge +10, Drive (Skimmer/Hover), Interrogation, Intimidate +10, Forbidden Lore (Xenos), Literacy, Pilot (Personal)+10, Search, Silent Move, Speak Language (Dark Eldar), Tracking

Talents:
Assassins Strike, Basic Weapon Training (Dark Eldar), Catfall, Furious Assault, Hard Target, Heightened Senses (Sight),Hip Shooting, Melee Weapon Training (Primitive), Leap Up, Mighty Shot, Nerves of Steel, Pistol Training (Dark Eldar), Rapid Reload, Resistance (Fear), Sprint, Swift Attack

Armour:
Dark Eldar Mesh (4 AP All)
- Re-breather, Micro-bead, Photo Visor

Weapons:
Hell Glaive Melee (WS 45%, 1d10+5 R, Pen 4, Balanced)
Hell Glaive Ranged (BS 50%, Range 80, S/3/10, 1d10+4 R, Pen 3, Clip 200, Rld 2 Full, Hail of Splinters)
- 2 Reloads, (WS 45%, 1d10+3R, Pen 2)
or
Vile Webber (BS 50%, Range 60, 1d5+1 R, Pen 2, Clip 3, Rld 3 Full, Blast (3), Snare, Combat Blades)
- 2 Reloads, (WS 40%, 1d10+3R, Pen 2)

Splinter Pistol (BS 50%, Range 30, S/3/5, 1d10+3 R, Pen 3, Clip 120, Rld 2 Full, Hail of Splinters, Combat Blades)
- 1 Reload, (WS 45%, 1d5+3R, Pen 2)

Gear:
2 Terrorfex Grenades or 2 Plasma Grenades, Hellion Sky Board (Flyer 12)

Traits/Mutations:
Unnatural Agility (x2)

Background:
These warriors leap from the skies screaming as they descend to wreak havoc, these crazed Dark Eldar soar across the field hunting and harassing the enemy.


Dark Eldar Sybarite

WS 50
BS 55
S 30
T 40
Ag 55 (10)
Int 40
Per 40
WP 50
Fel 35

Movement: 5/10/15/30 Wounds: 16 Initiative: 1d10+10

Skills:
Acrobatics +10, Awareness +10, Chem Use, Command +10, Common Lore (War) +10, Concealment +10, Deceive +10, Dodge +20, Drive (Skimmer/Hover), Interrogation +10, Intimidate +20, Forbidden Lore (Web Way, Xenos), Medicae, Scrutiny, Silent Move, Speak Language (Dark Eldar), Search +10, Tracking +10

Talents:
Air of Authority, Ambidextrous, Basic Weapon Training (Dark Eldar), Blade Master, Catfall, Disarm, Hard Target , Heavy Weapon Training (Dark Eldar), Heightened Senses (Sight),Hip Shooting, Iron Discipline, Leap Up, Melee Weapon Training (Poisoned blade, Primitive), Mighty Shot, Nerves of Steel, Pistol Training (Dark Eldar), Quick Draw, Rapid Reload, Resistance (Fear), Sprint, Step Aside, Swift Attack, True Grit, Two weapon Wield (Melee, Ballistic)

Armour:
Dark Eldar Warrior Mesh (5 AP All) , Hell Mask (Fear 2)
- Re-breather, Micro-bead, Photo Visor

Weapons:
Splinter Rifle (BS 55%, Range 80, S/3/10, 1d10+5 R, Pen 3, Clip 200, Rld 2 Full, Hail of Splinters, Combat Blades)
- 2 Reloads of Soul Seeker Ammunition (Ignore Cover), (WS 50%, 1d10+3R, Pen 2)
Splinter Pistol (BS 55%, Range 30, S/3/5, 1d10+3 R, Pen 3, Clip 120, Rld 2 Full, Hail of Splinters, Combat Blades)
- 1 Reload, (WS 50%, 1d5+3R, Pen 2)
Poisoned Blade (WS 50%, 1d10+4 R, Pen 3, Balanced, Toxic)
Gear:
Combat Drug Injector Rig (Inject Stimm or Psycho as a Free Action, 3 Dosses Each), Excruciator, Terrorfex Grenade (x3), Dark Eldar Medicae Kit

Traits/Mutations:
Unnatural Agility (x2)

Background:
Ruthless war leaders, skilled torturers and dangerous combatants, they are the on the ground leaders of the Dark Eldar, these veterans are nigh unstoppable.


Dark Eldar Haemonculus

WS 60
BS 50
S 40
T 45
Ag 55 (10)
Int 45
Per 45
WP 55
Fel 45

Movement: 5/10/15/30 Wounds: 20 Initiative: 1d10+10

Skills:
Acrobatics, Awareness, Chem Use +10, Command +10, Common Lore (Imperium, War), Concealment, Craft (Nightmare Devices) +10, Deceive +10, Dodge +10, Interrogation +20, Intimidate +20, Literacy, Forbidden Lore (Xenos), Medicae +10, Scrutiny +10, Silent Move, Speak Language (Dark Eldar, Low Gothic, Eldar), Tech Use +10

Talents:
Air of Authority, Ambidextrous, Basic Weapon Training (Dark Eldar), Blade Master, Catfall, Cleanse & Purify, Crippling Strike, Fearless, Hard Target , Iron Discipline, Melee Weapon Training (Poisoned Blade, Primitive),Iron Discipline, Iron jaw, Nerves of Steel, Pistol Training (Dark Eldar), Swift Attack, Talented (Interrogation), Two weapon Wield (Melee, Ballistic)

Armour:
Dark Eldar Mesh (4 AP All) , Hell Mask (Fear 2)

Weapons:
Destructor (Range 10, S/-/-, 1d10+4 E, Pen 1d10, Clip 5, Rld 3 Full, Flame, Toxic)
Splinter Pistol (BS 45%, Range 30, S/3/5, 1d10+1 R, Pen 3, Clip 120, Rld 2 Full, Hail of Splinters, Combat Blades))
- 1 Reload, (WS 40%, 1d5+3R, Pen 2)
Poisoned Blade (WS 60%, 1d10+5 R, Pen 3, Balanced, Toxic) or
Agonizer Whip (WS 60%, 1d10+7 R, Pen 2, Flexible, Shocking)

Gear:
Dark Eldar Excruciation Kit, Photo Visor, Dark Eldar Medicae Kit, Human Skin Robes

Traits/Mutations:
Unnatural Agility (x2)

Background:
The Haemonculus are the Dark Eldar masters of torture, if an enemy knows a piece of valuable information they will drag it out of them during gruelling hours worth of torture.

Warp Beast

WS 40
BS 10
S 40
T 45 (8)
Ag 45
Int 15
Per 35
WP 35
Fel 10

Movement: 8/16/24/48 Wounds: 14 Initiative: 1d10+4

Skills:
Awareness +10, Concealment +20, Silent Move +20, Tracking +10

Talents:
Berserk Charge, Heightened Senses (Smell)

Armour:
-

Weapons:
Claws & Fangs (WS 40%, 1d10+4 R, Warp)

Traits:
Dark Sight, Daemonic, Fear 2 (Frightening), Daemonic Presence (All within a 30m radius will hear the sounds of faint whispering and crying; shadows will grow and deepen and the smell of ozone palpable. Everyone within this area will suffer -10 to Willpower Tests), Natural Weapons, Warp Weapons, Quadruped, From Beyond, Warp Instability

Greater Warp Beast:
WS +5, S +10, +2 Wounds

Background:
These creatures are natural inhabitants of the Web Way, they stalk and hunt anything that roams there.
They are trained by Dark Eldar Beast Masters to be unleashed upon their enemies or to be used hunting dogs.

Talos

WS 65
BS 35
S 65 (12)
T 70
Ag 35
Int 15
Per 35
WP 40
Fel -

Movement: 8/16/24/48 Wounds: 30 Initiative: 1d10+3

Skills:
Awareness +10, Dodge, Silent Move +10

Talents:
Furious Assault, Heavy Weapon Training (Talos Stinger), Melee Weapon Training (Talos Claws), Swift Attack

Armour:
7 AP All Locations (Body)

Weapons:
Talos Claws (WS 65%,2d10+12 R , Pen 5, Tearing)
Talos Stinger (BS 35%,Range 30 , -/3/10, 1d10+4 E, Pen 4, Toxic, Twin Linked)
Traits:
Machine 5, Armour Plating, Fear 2, Auto Stabilized, Multiple Arms, Strange Physiology, Whirlwind of Death*, Enormous, Capture**, Fearless, Hoverer 8, Unnatural Strength (x2)

Whirlwind of Death*:
As a full round action the Talos may use all its possible attacks (3 Melee at -10WS and it Stinger on any mode of fire) if able.
Capture**:
During the round after a successful grapple the Talos move its victim into a holding bay, this holding bay can hold up to 6 man sized victim.
To escape one has to inflict 15 on it hull which has 7 AP, these wounds do not count towards the creatures total Wounds

Background:
These fast machine are created by the Haemonculi to gather slaves from and on the battlefield, destroying everything what would try to stop them.
These scorpion like creatures try capture those weak enough to let themselves be captured by the horrid machine, weak being somewhat of a misnomer.

Ranged Dark Eldar Weapons:

Splinter Pistol (Exotic) 30m, S/3/5, 1d10+1 R Pen 3, Clip 120, Rld 2 Full, Hail of Splinters, Combat Blades, Weight 1 kg, Very Rare

Splinter Rifle (Exotic) 80m, S/3/10, 1d10+2 R, Pen 3, Clip 200, Rld 2 Full, Hail of Splinters, Combat Blades, Weight 2,5 kg, Very Rare

Destructor (Exotic) 10m, S/-/-, 1d10+4 E, Pen 1d10, Clip 1, Rld 3 Full, Flame, Toxic*, Weight 3 kg, Extremely Rare

Terrorfex Grenade (Thrown) SBx3m, S/-/-, Special, Pen n/a, Blast (3) Weight 0,5 kg Very Rare

Dark Lance (Exotic) 120m, S/-/-, 4d10+4 E, Pen n/a, Clip 5, Rld 2 Full, Warp Weapon, Tearing*, Weight 12 kg, Extremely Rare

Splinter Cannon (Exotic) 120m, -/-/10, 2d10+2 R, Pen 4, Clip 120, Rld 3 Full, Hail of Splinters, Combat Blades, Special, Weight 17,5 kg Extremely Rare

Vile Webber (Exotic) 60m, S/-/-, 1d5+1 R, Pen 2, clip 3, Rld 3 Full, Blast (3), Snare*, Combat Blades 6,5 kg Near Unique

Hell Glaive (Exotic) 80m, S/3/10, 1d10+2 R, Pen 3, Clip 200, Rld 2 Full, Hail of Splinters, Combat Blades, Weight 5,5 kg Near Unique

Special Abilities:

Toxic*:
Instead of dealing an additional 1d10 extra damage this virulent toxin deals an additional 2d10 extra damage if the Toughness Test is failed.

Hail of Splinters:
When fired on Full Automatic the Splinter weapon gains the Tearing Special Ability due to the sheer number of splinters fired.

Combat Blades:
This special ability allows the weapon to be used in close combat, pistol sized weapons count as a mono knife (1d5R, Pen2) while rifle sized weapons (Splinter Rifle, Vile Webber), count as a mono spear (1d10R, Pen 2) and on a Splinter Cannon they count as a mono great weapon (2d10R, Pen 2, Unwieldy).

Dark Eldar Melee Weapons:

Poisoned Blade (Exotic) 1d10+1 R, Pen 3, Toxic, Balanced, Weight 2,5 kg, Near Unique
Agonizer Whip (Primitive), Range 3m, 1d10+3 R, Pen 2, Flexible, Shocking, Weight 4 kg, Rare
Hell Glaive (Exotic) 1d10+2 R, Pen 4, Balanced, Special, Weight 5,5 kg, Near Unique
Mono Blade (Primitive), Range 3m, 1d5+1 R, Pen 3, Weight 1 kg Rare


Dark Eldar Weapons:

Splinter Pistol and Rifle:
These vicious weapons are the mainstay of the Dark Eldar forces, they unload a vast quantity of lethal diamond hard splinters upon their victims causing agonizing deaths.

Destructor:
This baroque-looking alien weapon shoots a high pressured jet of virulent, corrosive acid designed to eat through armour and flesh.
This weapon, though larger than a normal pistol requires only a single hand to use.
Any Critical injury on the head, unless the victim has a sealed helmet or visor will result in permanent blindness.
A external canister like magazine(15kg) can be carried and this will increase its capacity to 5

Terrorfex:
This vile grenade is not designed to kill but break down morale and bring about large scale panic.
When hit by this weapon the victim must pass a Hard (-20) Willpower Test or suffer shock as per failed fear test.

Dark Lance:
These weapon fire a strange material called Dark Matter said to found in the centres of black holes. This weapon is usually vehicle or shoulder mounted and must be braced before firing and is usually used against vehicles
Should this weapon be used on more fleshy targets like humans or Eldar the Tearing special ability is added.

Splinter Cannon:
This is the heavy variant of the splinter weapon family, it is usually mounted on vehicles though sometimes it carried by infantry soldiers.
This weapon is enhanced by suspenders thus is very light and counts as being Auto Stabilised thus firing it at Full Auto is only a Half Action.

Poisoned Blade:
This wickedly curved wraith bone wrist mounted blade rends the very flesh of the bone, but even the slightest scratch will kill for when struck neural toxins will enter the body and kill the victim.

Hell Glaive:
These weapons, solely used by the Dark Eldar Hellions are two handed staff like weapons with blades on each side and a splinter rifle set in the hilt.

Mono Blade:
These Dark Eldar knives are wickedly sharp and very capable of penetrating most armour with little difficulty.

Vile Webber:
Not all Dark Eldar weapons are meant to be lethal though all of them are meant to be painful, the Webber, usually employed by Hellions and Raiders, fire painfully spiked webs at their victims.
To escape this net one must succeed in a Strength or Agility Test , failure by more than two degrees means the victim cuts himself on the sharp edges, wires and spikes of the net inflicting 1d5+SB (Victim Strength Bonus) Penetration 2 on the would be escapee.
Like the Splinter Rifle this weapon sprouts a dangerous set of blades meant to slay or goad the victim.

Special Ammunition:

Soul Seeker Ammunition:
This extremely rare ammunition used in Splinter Weapons holds the tortured souls of their victims, when fired it immediately seeks out the first living thing to exact their revenge.
This ammunition add +1 to damage and ignores any cover.

Stinger Ammunition:
This small crystal is heavily impregnated with virulent toxins, unfortunately it degrades the quality of the crystal an makes it less damaging but vastly more lethal.
This type of ammo can only be used in Splinter Pistols, reduces the damage to 1d10R but gains the Toxin special ability for 1d5 additional damage after a failed Toughness Test.


Dark Eldar Armour:

Dark Eldar Mesh, 4 AP All, Weight 2kg
Dark Eldar Warrior Mesh. 5 AP All, Weight 3kg

Dark Eldar Special Equipment:

Hellion Sky Board:
This bladed flying boards are used by the Hellions to fly high above the battleground, when diving in to attack these board make a horrifying screeching sounds which no survivor will ever forget.
The Hellion Sky Board grants the user a Fly Rate of 12.
Some Sky Boards are more advanced as the standard, they include Twin Linked Splinter Pistols which are Auto Stabilized and thus can be fired as a Half Action.

Hell Mask:
These masks forged of metal and imbued with a thousand tortured souls are meant to scare any creature that looks upon them.
These unholy artefacts grant the wearer a Fear Rating 2.

Dark Eldar Reaver Jetbike:

Type: Skimmer
Tactical Speed: 30m
Cruising Speed: 320kph
Manoeuvrability: +15
Structural Integrity: 10
Size: Hulking
Armour: Front 16, Side 12, Rear 12
Crew: Driver
Carrying Capacity: None

Special Rules:
Skimmer: Hovers over the battlefield negating most obstacles, when immobilised it crashes
Open-topped: Enemies may target crew and passengers using called shots
Targeting Array: Mount weapons gains Auto-stabilized
Fast and Nimble: The driver doesn’t take the size penalty to dodge nor does an attacker gain a size bonus to hit

Weapons:

(Choose One)
Gunner Operated Splinter Rifle (Facing Forward, Range 80m, -/-/5, Basic, 1d10+2 R, Pen 3, Clip 200, Rld 2 Full, Toxic)
Gunner Operated Blaster (Facing Forward, Range 30m, S/-/-, Basic, 2d10+5 E, Pen 8, Clip 48, Rld Full)

Thank you Santiago. I'm sure others will profit from this as well.

>Dark Heresy Adventure Spoiler!!!<

Have a look at Dark Heresy - Purge the Unclean. It's an adventure supplement with Dark Eldar rules in it.

Yes,

I based all my work of of PtU and used the ItS equipment

I like to the DE a lot they do reavers in firefly.

i.e. a LOT of imlpication with very little face time. The Dark Eldar are just too...much for most games. The whole, **** them to death, eat them, and sew their skins into clothing (and not necessarily in that order) bit is a little much for most games.

But you can show the results. You can imlpy. You can let them find depopulated colonies and hear the mad stories of the only survivor. They are the kind of foe I want my players to be trying to avoid at all cost.

My players are already terrified of Eldar. Give the players a glimpse into what the Dark Eldar do, while still leaving most of it up to the players imagination, and they should be suitably shaken up without you having to

riplikash said:

I like to the DE a lot they do reavers in firefly.

I don't know why this never crossed my mind. This is about as perfect a way to describe Dark Eldar to my players as can be.

ItsUncertainWho said:

riplikash said:

I like to the DE a lot they do reavers in firefly.

I don't know why this never crossed my mind. This is about as perfect a way to describe Dark Eldar to my players as can be.

It does work. But I prefer to say it this way "You know the Reavers in Firefly? Well they were based on Dark Eldar." That way, at least the DE get the credit of being first.

Peacekeeper_b said:

ItsUncertainWho said:

riplikash said:

I like to the DE a lot they do reavers in firefly.

I don't know why this never crossed my mind. This is about as perfect a way to describe Dark Eldar to my players as can be.

It does work. But I prefer to say it this way "You know the Reavers in Firefly? Well they were based on Dark Eldar." That way, at least the DE get the credit of being first.

I always thought that, Chaos in general were more closer to Reavers from Firefly - except in the specific disciplined instance of forces aligned to the Chaos Gods (ie. Chaos Marines). i would say "You know the Reavers from Firefly? They are the uncivilized barbarians of cruelty compared to the sophisticated appreciation of suffering and the fine art of pain that the Dark Eldar are."

Citizen Philip said:

...

I always thought that, Chaos in general were more closer to Reavers from Firefly - except in the specific disciplined instance of forces aligned to the Chaos Gods (ie. Chaos Marines). i would say "You know the Reavers from Firefly? They are the uncivilized barbarians of cruelty compared to the sophisticated appreciation of suffering and the fine art of pain that the Dark Eldar are."

Yes. I view them like the Melnibonian's from Michael Moorcock's Elric series. Decadent, brilliant, and totally depraved.

Peacekeeper_b said:

It does work. But I prefer to say it this way "You know the Reavers in Firefly? Well they were based on Dark Eldar." That way, at least the DE get the credit of being first.

Better sentence: "The Dark Eldar are the setting's Morally Depraved Space Pirates, sort of like the Reavers in Firefly." Sums it up neatly and deftly avoids awkward conversations with Whedonites who can cite exactly where in the Western/Pioneer mythos the Reavers hail from or super sci-fi nerds who can cite which author beat GW to the Space Pirate troupe, when they did it, and what book they did it in. Meh, comments that try to exaggerate 40k's influence on modern sci-fi are a pet peeve of mine.

That said, the comparison Rip made is pretty good. Only difference is that the Reavers are depicted as little more then psychotic lunatics with tech that shouldn't be working but does (they're more like Orks in that respect) while the Dark Eldar are... "artists" when it comes to pain. They're the intelligent, sophisticated fellow that remains cool and collected when going about their business... which makes what they do all the more monsterious. I also agree with Rip's method for implying instead of outright telling as well, this is one case where the Imperium's standard diplomatic approach of burning everything to the ground is entirely appropriate. Don't think about it too much, don't go into too many details, its not particularly healthy for either the GM or the party to dwell on what the Dark Eldar do for their thrills; just know that when it comes time for fighting with them there's only "empty the magazine" and "reload."

I pegged them psychologically and culturally being closer to the Wraith from Stargate Atlantis in their behaviour, I know its a bit of a **** sandwich to chew through as a show but they where one of the more redeeming aspects of it... and spaceships.

Mostly, the old DE where a bit of an afterthought by GW when they where introduced, they had fairly much no background, rubbish codex and a bit of a cash cow in a sense to make a few quid off people that where making them up as custom, eldar faction army lists similar to the dark elf WH Fantasy rules. New codex is quite good and has a little bit more meat to it but most of it from a RPG perspective is fairly much an open book to stick whatever you want in there.

Well they are definately not Nebari, but Scorpius would be a decent Haemonculai (I even modelled him in my old DE army as on).

Another good take on Dark Eldar levels of depravity is the "Crossed" series of comics by Garth Ennis. The original series especially, "family values" slightly less so.

Google "Crossed Garth Ennis images" to see what I mean. Though not at work. You have been warned! demonio.gif

I... Can't really imagine Horsedick as a Dark Eldar.

True, true. He's probably not the BEST example... but these images (NOT SUITABLE FOR OPENING AT WORK!!!!) are the sort of tone I'm talking about:-

http://www.aintitcool.com/images2007/comics/column209/crossed5.JPG

http://zanegrant.org/zngrnt/sphpblog_0511/images/crossed.jpg

http://www.bloody-disgusting.com/photosizer/upload/CrossedPrev.jpg

http://www.comicscontinuum.com/stories/0905/28/crossed9a.jpg

These are all quite transgressive and powerfully gory images of course. It really depends on how far you want to go with your own Dark Eldar story. If you take things too far you might actually lose players, who really find this sort of thing too disturbing. As a GM, you have a duty not to actually upset and freak out your players!

What's actually very interesting is to watch the designer interviews with Phil Kelly and Jes Goodwin on the GW website over how they've presented the Dark Eldar in the new Codex book. They're careful to only ever HINT that the Dark Eldar are utterly depraved and evil, without providing precise details of the worst aspects.

Crossed takes a simple premise (a virus spread by bodily fluids causes humans to become utterly depraved homicidal maniacs) and takes it to its extreme, bloodstained, logical conclusion. The Dark Eldar premise is pretty simple too (an ancient alien race who seek to keep their hideous doom at bay by torture and depravity) but GW shy away from depicting the full details of the logical conclusion of that premise.

Given that a lot of the GW players are children, this is a sensibly restrained approach. GW are actually to be applauded for the way they've handled this, I think.

So I guess in terms of how you approach the Dark Eldar, you have the scope to take it as far as you want, but given the potentially transgressive nature of these particular xenos, a bit of restraint is probably in order to avoid psychologically scarring your players forever! happy.gif

Finally have Edge of the Abyss and I don't think they are Dark Eldar, corrupted yes but Dark Eldar no.
They use psykers so my guess is that they are the darker version of the Eldar Corsair...

We'll have to agree to disagree then. Edge of the Abyss has entries for classic Dark Eldar weapons like splinter weapons and blasters. The Children of Thorns are the only Eldar who could reasonably be expected to use those, and the book mentions that they fight bitterly with other Eldar. So, my best guess is the Children of Thorns are actually a Dark Eldar Kabal.

Cheers,

- V.

I'd rather say they are a mixed group of renegades, DE hate psykers and treat them as play things, it states that Bonesingers and Voidspeakers (both Psykers) have a very central role....

I'm starting to get new ideas about Dark Eldar triggered mainly by my intense surprise to find Eldar Harlequins in the codex. It mentions that on the rare occassions that the craftworld Eldar and Dark Eldar need to have a chinwag, its the Harlequins that act as intermediataries.

Which got me thinking.

Essentially after the fall the Eldar split into different factions, the craftworlds develop the path system and live on vast flying city ships, the Exodites throw themselves into hard work and toil and live lives of rustic simplicity on maiden worlds, the Harlequins took to the webway, alone amongst the Eldar in that their god survived and he protects them from Slaanesh, they are less a society and more a wandering religion that can (through the insane Eldar tech levels) provide for itself, the Dark Eldar did not want to restrain themselves and so they developed the process to use the souls of others to keep Slaanesh at bay (the exact mechanic or details are not really explained). However, none of the groups really want to do each other in, its not like the Dark and High Elves of fantasy battle who are swor enemies. The craftworld eldar might hate the Dark Eldar and be disgusted by their form of survival but they have no particular need to wipe them out. The Dark Eldar, likewise have no compunction against fighting the craftworlds but why bother when there are so many other easy targets out there.

The Dark, Craftworld, Harlequin and Exodites have insanely high tech levels, sufficient ot do pretty much anything should they turn their hands to it. The Dark Eldar don't use wraithbone, not because its impossible perhaps but its simple easier for them to use one of the many other ways of building objects that they know. Maybe Craftworld eldar only use wraith bone because the use of it in infinity circuits binds them as a society and keeps them anchored. Exodites choose to have low tech levels, they aren't forced to toil and work hard, they prefer it as a means of disciplining their souls.

When the Eldar go to war i don't think they use the Aspects because its the most deadly way of fighting, i think its because they see the aspect warmask as a useful way to control themselves (Path of the Warrior has lots on this). The Dark Eldar, don't use warmasks and have totally thrown themselves into violence. Their entire culture is dominated by violence. Maybe thats why they don't have psykers, they realise that the Eldar psyche cannot be developed to harness its tremendous psychic power while also following wanton slaughter, it would be too dangerous, maybe making them too vulnerable to She Who Thirsts.

I'm starting to see Eldar as capable of nearly anything through their technology and tremendous physical, mental and psychic potential. They just can't safely harness it all without letting something give.

The new Codex also states that they don't use Psykers because they fear it will lure Slaanesh...and face it, FFG knew about the new Codex before it was publiced, otherwise the Splinter Weapons wouldn't have been Toxic all of a sudden

I think GW feeds FFG new info about upcoming products to keep the canon straight....

Gribble_the_Munchkin said:

The Dark Eldar don't use wraithbone, not because its impossible perhaps but its simple easier for them to use one of the many other ways of building objects that they know.

According to the new Codex the Dark Eldar have little or no physic ability (it has atrophied since the Fall) and therefore they cannot manipulate the wraithbone.

DW

Vandegraffe said:

We'll have to agree to disagree then. Edge of the Abyss has entries for classic Dark Eldar weapons like splinter weapons and blasters. The Children of Thorns are the only Eldar who could reasonably be expected to use those, and the book mentions that they fight bitterly with other Eldar. So, my best guess is the Children of Thorns are actually a Dark Eldar Kabal.

Cheers,

- V.

The Thorny in the adventure in the back of Edge of the Abyss uses a shuriken cat, not a splinter rifle

korjik said:

Vandegraffe said:

We'll have to agree to disagree then. Edge of the Abyss has entries for classic Dark Eldar weapons like splinter weapons and blasters. The Children of Thorns are the only Eldar who could reasonably be expected to use those, and the book mentions that they fight bitterly with other Eldar. So, my best guess is the Children of Thorns are actually a Dark Eldar Kabal.

Cheers,

- V.

The Thorny in the adventure in the back of Edge of the Abyss uses a shuriken cat, not a splinter rifle

Of course, when I actually get out the book and look, she is a crow, not a thorny.

looking again, I would have to say that the thornies probably are dark eldar. not that there is really all that much difference between a dark eldar and a pirate on the path of damnation

Beg your pardon, korjik, but I just looked through my copy of EotA. The Eldar in that adventure, Badb Ra, is a "Crow Spirit Corsair", not one of the pointy brats.

In any case, I reread the Children of Thorns entry and didn't see anything in there that said they used psykers. Reference please? In any case, they are still something nasty to inflict on the players. :-)

Cheers,

- V.