Dark Eldar Conversion

By malladin.ben, in Deathwatch House Rules

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

And here's the melee weapons:

Whips
Agoniser: Melee; 1d10+4 E pen 5; Felling (1), Power Field, Shocking, Special
Electrocorrosive Whip: Melee; 1d10+3 E pen 5; Power Field, Special

Klaives
Demiklaive (single): Melee; 1d10+5 E pen 6; Balanced, Power Field
Demiklaive (combined) : Melee; 1d10+10 E pen 7; Power Field, unbalanced
Hellklaive: Melee; 1d10+8 E pen 6; Double Weapon, Power Field
Klaive: Melee; 1d10+8 E pen 6; Power Field

Wych Weapons
Shardnet: Melee; -; -; Snare
Impaler: Melee; 2d10 I pen -; Proven (5)
Hydra Gauntlets: Melee; 3d10 I pen 2; Tearing, Volatile
Razorflails: Melee; 1d10+2 R pen 4; Razor Sharp, Tearing

Other Weapons
Flesh Gauntlet: Melee; 1d10 I pen -; Felling (1), Toxic (5d10)
Huskblade: Melee; 1d10+6 E pen 6; Balanced, Power Field, Toxic (4d10)
Mindphase Gauntlet: Melee; 1d10 I pen -; Special
Venom Blade: Melee; 1d10+2 I pen 3; Balanced, Toxic (3d10)

New Rules
Agoniser:
If the Shocking effect of the Agoniser goes off, reduce the target’s armour by the agoniser’s pen score.
Electrocorrosive Whip: If the whip hits and causes at least 1 point of damage after armour and toughness bonus it causes a 2d10 Strength damage.

Splinter Pistols and Rifles already exist in Into The Storm. It also has the Eldar Blaster which sounds like a Dark Eldar weapon in its description.

I do remember someone making rules for the DEs, too, could be interesting to compare (don't have time right now, but will do).

Bilateralrope said:

Splinter Pistols and Rifles already exist in Into The Storm. It also has the Eldar Blaster which sounds like a Dark Eldar weapon in its description.

Well, as I don't play Rogue Trader and don't own Into the Storm that's no help to me. Plus, I think the new DE Codex for the war game has been released after Into the Storm, so that probably changes things around a bit (I didn't see the previous codex, so I have no idea whether their weapons changed between editions, but they might have.

Cheerio,

Ben