Orks and Eldar

By The Russian, in Deathwatch Gamemasters

Are there any good rules for Orks and Eldar out there? I feel that FFG left out some classic enemies here. As cool as the Tau and 'nids are.

The Russian said:

Are there any good rules for Orks and Eldar out there? I feel that FFG left out some classic enemies here. As cool as the Tau and 'nids are.

The Orks and the Eldar are a recurring presence in the Rogue Trader books, and make an appearance in Creatures Anathema for Dark Heresy as well.

RT: Into The Storm even has rules for Ork player characters. Match the XP on it to your players and it should be close to an Elite foe. Master level foes don't exist, but you should be able to extrapolate one when you want something that powerful.

Just remember that when the Ork tries to club you with something that looks like a grenade, it's not him being clever. He really is trying to club with a grenade.

Bilateralrope said:

RT: Into The Storm even has rules for Ork player characters. Match the XP on it to your players and it should be close to an Elite foe. Master level foes don't exist, but you should be able to extrapolate one when you want something that powerful.

That's a lot of work to go through for an opponent that still isn't likely to survive two rounds of combat.

Right, because of boredom and being stuck at home with a cold, I've put together a few very basic Ork adversaries for DW games - Ork Boyz (with options and notes to create Tankbustas, Burnas, Lootas, Kommandos and Ardboyz), Nobz (again with a few options), and an example Warboss to lead them.

It can be found here , or on my webpage which is linked to in my signature, below.

Thanks guys! Man I love this community!

Not to double post but is there anything else on the Eldar, besides Creatures Anathema?

Dark Heresy: Ascension has stats for a Dire Avenger Exarch.

RT has an eldar corsair and shruiken weapons. RT: Lure of The Expanse has a bunch of eldar stats. RT: Into The Storm has more specialised eldar gear and weapons.

I'm pretty sure I've overlooked something but that should cover a lot of the pointy eared ones. Unless you want Dark Eldar...

Some Dark Eldar stats in the first adventure trilogy book for DH (Warrior & Haemonculus)

The RT trilogy adventure has Eldar ships, farseers, warlocks & their powers and some other goodies.

Into the Storm has gear/traits for Orks, grots, & Squigs & Freeboota Career path (if you want to stat up something mean that has a better chance of survival vs marines), gear for Eldar (pretty much almost all of it from the Eldar Codex for "small" arms).

Creatures Anathema has Boyz, Nobz, gretchin, attack squigs, and gear like Mega-armor which is pretty boss, Eldar get Dire Avengers, Rangers, a special corsair character and gear.

RT main book has Freebootaz & Corsair stats.

Gah, don't tell me I have to buy the other sets (DH & RT) to get stats on Eldar and Orks.

Arkidda said:

Gah, don't tell me I have to buy the other sets (DH & RT) to get stats on Eldar and Orks.

According to my calculation Mark of the Xeno should be out in 8 weeks or so.

Alex

Will MotX have Eldar and Orks?

The Russian said:

Will MotX have Eldar and Orks?

By the Emperor I hope so.

Do they have rule for just standard Guardians? And maybe more of the Aspect warriors? Or any tips on how to make them?

The Russian said:

Will MotX have Eldar and Orks?

Unknown.

Alex

N0-1_H3r3 said:

Right, because of boredom and being stuck at home with a cold, I've put together a few very basic Ork adversaries for DW games - Ork Boyz (with options and notes to create Tankbustas, Burnas, Lootas, Kommandos and Ardboyz), Nobz (again with a few options), and an example Warboss to lead them.

It can be found here , or on my webpage which is linked to in my signature, below.

Nice work up on that, thanks.

Nimon said:

N0-1_H3r3 said:

Right, because of boredom and being stuck at home with a cold, I've put together a few very basic Ork adversaries for DW games - Ork Boyz (with options and notes to create Tankbustas, Burnas, Lootas, Kommandos and Ardboyz), Nobz (again with a few options), and an example Warboss to lead them.

It can be found here , or on my webpage which is linked to in my signature, below.

Nice work up on that, thanks.

I'm working on some Craftworld Eldar stuff as well (essentially the same style of document - just a brief collection of profiles and a little advice on their use), but a couple of the ideas I've had are taking a little longer than planned to bring to fruition (Squad Mode style abilities for groups of elite NPCs like Aspect Warriors)

N0-1_H3r3 said:

Nimon said:

N0-1_H3r3 said:

Right, because of boredom and being stuck at home with a cold, I've put together a few very basic Ork adversaries for DW games - Ork Boyz (with options and notes to create Tankbustas, Burnas, Lootas, Kommandos and Ardboyz), Nobz (again with a few options), and an example Warboss to lead them.

It can be found here , or on my webpage which is linked to in my signature, below.

Nice work up on that, thanks.

I'm working on some Craftworld Eldar stuff as well (essentially the same style of document - just a brief collection of profiles and a little advice on their use), but a couple of the ideas I've had are taking a little longer than planned to bring to fruition (Squad Mode style abilities for groups of elite NPCs like Aspect Warriors)

I think it's pretty fair to say we are all immensely thankful for your effort on all of this! The rules stats for creatures have been fairly disparate up to now, spread as they are across all of three systems - so here's hoping the new book out will allay this somewhat.

Don't suppose there's any chance of putting in those spangly new Eldar Aspects just released by Forge World too!? gui%C3%B1o.gif

Ya I had made a squade mode for some eldar in past called it Pheonix Pattern after the dawn of war game when they say Pheonix Pattern initiated, but when I posted it most people responded poorly so I didnt post my others. I will be anxious to see what you have.

By way of example, the Dire Avengers I've written up, and the Xenos Tactics I've written to go with them. Now, Imagine this, but for the six original (and most commonly encountered) Aspects - Dire Avengers, Fire Dragons, Howling Banshees, Dark Reapers, Striking Scorpions and Swooping Hawks - and you'll see why it's taking me a while. I'm also still working on the matter of Cohesion for NPCs - technically, they have no way of regaining it short of being accompanied by a character with Touched by the Fates, so I'm looking at alternative ways to approach the issue (one idea that springs to mind is that if two groups in Squad Mode clash, then each time one of them reduces the other's Cohesion, they gain one in return, shifting the balance of the battle).

Dire Avenger Aspect Warriors (Elite)
The first and most common form of Aspect Warrior, Dire Avengers are extremely skilled combatants, easily a match for the Astartes in terms of combat prowess, and while not as strong or resilient as the Emperor’s Finest, they are far swifter and more agile. Their principle weapon is an exotic form of Shuriken Catapult, more deadly than those carried by Guardians and fitted with an array of targeting devices. Dire Avengers are valued for their tactical flexibility, swiftly adapting their approach as the situation changes with a combat awareness that seems almost supernatural.

WS BS S T Ag Int Per WP Fel
55 55 38 (3) 35 (3) 56 (10) 38 (3) 40 (4) 52 (5) 34 (3)

Movement: 5/10/15/30; Wounds: 15

Skills: Acrobatics (Ag), Awareness (Per) +10, Climb (S), Command (Fel), Dodge (Ag) +10, Forbidden Lore (Xenos) (Int), Forbidden Lore (Warp) (Int), Medicae (Int), Silent Move (Ag), Speak Language (Eldar) (Int) +10, Tactics (Assault Doctrine or Defensive Doctrine) (Int)

Talents: Ambidextrous, Catfall, Exotic Weapon Proficiency (Avenger Shuriken Catapult, Shuriken Pistol), Foresight, Hard Target, Heightened Senses (Sight, Hearing), Hipshooting, Jaded, Leap Up, Lightning Reflexes, Melee Weapon Training (Primitive), Mighty Shot, Nerves of Steel, Pistol Training (Las), Quick Draw, Rapid Reaction, Sprint, Step Aside, Unarmed Warrior

Traits: Dark Sight, Unnatural Agility (x2)

Weapons: Avenger Shuriken Catapult (80m; S/3/10; 1d10+6 R; Pen 6; Clip 100; Rld 2 Full; Reliable, Tearing), Shuriken Pistol (20m; S/3/5; 1d10+4 R; Pen 4; Clip 40; Rld 2 Full; Reliable), Best Craftsmanship Mono-blade (1d5+5 R; Pen 2)

Armour: Dire Avenger Aspect Armour (All 6)

Equipment: 4x Avenger Shuriken Catapult magazines, Soulstone, Targeting Array (counts as Signum Link)

Usage: Dire Avengers are in many ways the archetypal Eldar warrior – swift on offence, difficult to pin down, and capable of unleashing a hail of startlingly precise fire at a moment’s notice. Their light armour and low toughness make them fragile warriors, particularly as Elites, but their ability to elude their enemies and cross distances quickly allows them a considerable amount of control over when and where a fight occurs. Dire Avengers are best used in small groups, with individuals cooperating closely to achieve their goals.

Dire Avenger Exarch (Elite, Leader)
The Shrine-Leaders of the Dire Avengers exemplify the traits of those warriors to an even greater degree, as deadly in melee as at range and perfectly aware of the shifting nature of battle. Dire Avenger Exarchs are powerful and deadly warriors, made deadlier by the skill and coordination they impart to their students.

WS BS S T Ag Int Per WP Fel
63 62 44 (4) 46 (4) 59 (15) 43 (4) 53 (5) 58 (5) 37 (3)

Movement: 5/10/15/30; Wounds: 25

Skills: Acrobatics (Ag) +10, Awareness (Per) +20, Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Xenos) (Int) +10, Forbidden Lore (Warp) (Int), Medicae (Int), Silent Move (Ag), Speak Language (Eldar) (Int) +10, Tactics (Assault Doctrine) (Int) +10, Tactics (Defensive Doctrine) (Int) +10, Tech-Use (Int) +10

Talents: Ambidextrous, Blademaster, Catfall, Combat Master, Counter Attack, Disarm, Exotic Weapon Proficiency (Avenger Shuriken Catapult, Diresword, Shuriken Pistol), Foresight, Hard Target, Heightened Senses (Sight, Hearing), Hipshooting, Independent Targeting, Iron Discipline, Jaded, Leap Up, Lightning Attack, Lightning Reflexes, Melee Weapon Training (Power, Primitive), Marksman, Mighty Shot, Nerves of Steel, Pistol Training (Las), Preternatural Speed, Quick Draw, Rapid Reaction, Sprint, Step Aside, Swift Attack, Two-Weapon Wielder (Ballistic, Melee), Unarmed Master, Unarmed Warrior, Wall of Steel

Traits: Dark Sight, Dire Avenger Exarch , Unnatural Agility (x3), Xenos Tactics (Bladestorm, Defend)

Dire Avenger Exarch: This Eldar is trapped upon the Warrior Path, lost forever to Khaine’s Fury and the enticing call of the Warsong. While he can no longer live free of the warrior’s mask he once donned, he teaches others the ways of Khaine and the means to escape it, guiding the efforts of his shrine’s warriors in peace and war alike. A single group of Aspect Warriors from the same Temple as the Exarch (so Dire Avengers for a Dire Avenger Exarch) follow him in battle, and the Aspect Warriors and Exarch alike will be considered for all purposes to be in Squad Mode, with a number of points of Cohesion determined as normal by the Exarch’s Fellowship Bonus and Command Skill. Aspect Warriors do not have access to the array of Squad Mode Abilities available to player characters, but instead may employ the Xenos Tactics noted in the Exarch’s rules, the details of which can be found elsewhere in this document. Exarchs of the Dire Avenger temple are amongst the most tactically-flexible of their kind, adapting swiftly to their situation; A Dire Avenger Exarch gains an additional point of starting Cohesion.

Weapons: One of the following sets of equipment:
• Two Master-Crafted Vambrace-mounted Avenger Shuriken Catapults (80m; S/3/10; 1d10+8 R; Pen 6; Clip 100; Rld 2 Full; Never Jams, Tearing). The Vambrace mounts are designed to allow the Exarch to wield both catapults one-handed without penalty.
• Master-Crafted Shuriken Pistol (20m; S/3/5; 1d10+6 R; Pen 4; Clip 40; Rld 2Full; Never Jams) and Diresword (1d10+13 R; Pen 12; Balanced, Power Field, additional +10 to Parry, creatures wounded must pass a Challenging (+0) Willpower Test or suffer an additional 1d10 wounds, ignoring Toughness and Armour)
• Master-Crafted Power Glaive (1d10+12 E; Pen 8; Balanced, Power Field, Two Handed) and Shimmershield (Exarch and his Squad gain a Protection 35 Forcefield against melee attacks, and allows all affected Dire Avengers to parry regardless of their armament)

Armour: Dire Avenger Exarch Armour (All 9)

Equipment: 4x Avenger Shuriken Catapult magazines, Soulstone, Targeting Array (counts as Signum)

Usage: Dire Avenger Exarchs are fairly capable Elite adversaries in their own right – not hugely resilient, but with good abilities to dodge and parry and an assortment of potent weaponry. However, their greatest utility is as leaders, bolstering the efforts of a Dire Avenger squad with their Xenos Tactics and Targeting Array. Their relative lack of resilience is still something to be wary of – Eldar warriors typically focus on manoeuvre, ruthless precision and evasion rather than brute force and stoic endurance, and while extremely skilled, they cannot withstand battles of attrition.

Xenos Tactics: Dire Avengers
The common strategies and tactics of the Dire Avengers emphasise the two key elements of their nature – merciless to their foes, unyielding in defence of their people.

Bladestorm (Attack Pattern)
Action: Free Action
Cost: 3
Sustained: No
Effects: Dire Avengers are masters of their weaponry, and at the direction of so deadly a warrior as an Exarch, can turn this mastery into a finely coordinated onslaught that few can withstand. When the Exarch calls a Bladestorm, both he and those in support range may make an immediate Double Move and a Full-Auto Burst attack with an Avenger Shuriken Catapult or Shuriken Pistol.
Improvements: If the Exarch spends an additional point of Cohesion to activate this Attack Pattern, then all the Shuriken weaponry used during this attack gain either the Storm or Razor-Sharp quality for this attack only. The same choice applies to all affected weapons.

Defend (Defensive Stance)
Action: Free Action
Cost: 1
Sustained: Yes
Effects: Through intricate ritual and intense training, the squad moves as once entity, each performing a fluid dance of evasive motion that perfectly complements the motions of their brethren. While this ability is in effect, each member of the squad may share their Reactions. This ability is identical to the Tactical Spacing defensive stance.
Improvements: If the Exarch spends an additional point of Cohesion to activate this Defensive Stance, then every member of the squad gains the Counter Attack, Disarm and Wall of Steel Talents.

Very, very impressive! How far are you along? If I may ask.

The Russian said:

Very, very impressive! How far are you along? If I may ask.

So far, I've done the material posted above, plus Guardians, Warlocks and a Farseer (possibly the oddest Master-type adversary yet - TB3 and less than 20 wounds, with only a little direct offensive power, but made hugely resilient due to Rune Armour and a potent force multiplier due to his ally-boosting powers - a Farseer doesn't face his opponents head on, but rather redirects fate and directs his allies to overcome them).

N0-1_H3r3 said:

The Russian said:

Very, very impressive! How far are you along? If I may ask.

So far, I've done the material posted above, plus Guardians, Warlocks and a Farseer (possibly the oddest Master-type adversary yet - TB3 and less than 20 wounds, with only a little direct offensive power, but made hugely resilient due to Rune Armour and a potent force multiplier due to his ally-boosting powers - a Farseer doesn't face his opponents head on, but rather redirects fate and directs his allies to overcome them).

Ya I agree I used eldar in the first part of my campaign, the last encounter included a farseer, I used stats from another book think was RT. Her PR alone was enough to make me almost reconsider adding her, but in the end I only had 1 player burn a fate pointso not to bad I guess.

Going to be running a DW game soon and the first things my players are going to be encountering are Eldar and Orks, so thank you for the work put in on the Orks and a future thank you for the work you are currently doing on the Eldar. This will be immensely helpful since I suck at balancing home made enemies.

Yuri03 said:

Going to be running a DW game soon and the first things my players are going to be encountering are Eldar and Orks, so thank you for the work put in on the Orks and a future thank you for the work you are currently doing on the Eldar. This will be immensely helpful since I suck at balancing home made enemies.

A little hint - the trick isn't to balance them, but rather to work on the premise that some enemies are weak, some are tough, and its up to the players to decide whether a given fight is easy, hard or suicidal. The ability to discern when a fight may be too much and back off until an alternative can be found is a valuable one, and one that should be taught to players early in as violent a manner as possible.

In the mean time, I'm getting closer to completion - I've got to finish the Fire Dragons, write up the Swooping Hawks, Dark Reapers and the example Autarch, and then the document is sufficiently complete that I can post it. I may, once Rites of Battle is in my grubby little hands (and I can look over it for differences between the vehicle rules in there and those in Into the Storm), do updated versions of both documents to add a selection of vehicles (easy for the Eldar; I wrote a load up for my Rogue Trader campaign a few months ago, so I've already done the work), but that's a matter for later consideration.