Hi folks,
I've been working on a Dark Eldar conversion (from latest codex for 40K to Deathwatch RPG) as I'm going to be using them as the next xenos scum for my battle brothers to face and I thought I'd post the results here for people to comment on, check my game balance, etc.
First up, some ranged weapons:
Darklight Weapons
Blast Pistol: Pistol; 15m; S/-/-; 2d10+10 E; pen 8; 20; Full; Proven (4), Reliable
Blaster: Basic; 75m; S/-/-; 2d10+10 E; pen 10; 50; Full; Proven (5) , Reliable
Dark Lance: Heavy; 150m; S/-/-; 2d10+12 E; pen 10; 10; 2 Full; Proven (6) , Reliable
Splinter Weapons
Splinter Pistol: Pistol; 30m; S/2/-; 1d10+1 P; pen 4; 10; Full; Felling (1), Tearing, Toxic (2d10)
Splinter Rifle: Basic; 100m; S/3/-; 1d10+2 P; pen 4; 30; Full; Felling (1), Tearing, Toxic (2d10)
Shardcarbine: Basic; 75m; S/4/-; 1d10+2 P; pen 4; 60; 2 Full; Felling (1), Storm, Tearing, Toxic (2d10)
Splinter Cannon: Heavy; 150m; -/6/10; 1d10+3 P; pen 4; 100; 3 Full; Felling (1), Tearing, Toxic (2d10)
Other Weapons
Disintegrator Cannon: Heavy; 150m; -/-/6; 1d10+12 E; pen 10; 60; 2 Full; Reliable
Haywire Blaster: Heavy; 100m; S/-/-; 1d10+9 E; pen 6; 7; 2 Full; Haywire (2), Reliable
Heat lance: Heavy; 75m; S/-/-; 2d10+6 E; 12; pen 5; 2 Full; Melta, Proven (4), Reliable
Shredder: Basic; 30m; S/-/-; 2d10+6 R; pen -; 1; Full; Blast, Snare (damaging)
Stinger Pistol: Pistol; 30m; S/-/-; 1d10 P; pen 2; 5; Full; Felling (3), Toxic (5d10)
New Rules:
Snare (damaging):
Works like a normal snare, but in addition a target hit by a damaging snare must take the weapon’s damage roll each time they attempt to escape the snare effect.
Poisoned Damage (P):
Many Dark Eldar weapons are designed to incapacitate rather than kill. Instead of taking critical hits, each point of critical damage causes a level of fatigue.
So, any comments?
Thanks,
Ben