I just picked up the newest
Codex: Dark Eldar
(yeah, it’s been out for over a year, but at $30 retail, I only buy the Codices of armies I don’t collect when I can find them used). It’s a good read; I was surprised to learn that Commorragh, the Dark City located in the Eldar Webway, is home to several species
other
than the Dark Eldar. Some of these beasts, slaves, and mercenaries are given 40K stats, and I thought it would be fun to try to adapt some of them to
Dark Heresy
(
any
excuse to collect more miniatures!).
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DONORIAN CLAWED FIEND-
Long ago the main webway portal into the Donorian system split under the pressure of a Warp storm, and the tunnels that spread out from it became infested with Fiends. The Clawed Fiend is a towering hulk of muscle and fur that has extremely advanced senses, able to see in several spectrums at once. A Clawed Fiend enters a berserk state when it is wounded- few warriors are quick enough to evade a raging Fiend that has scented the rotten tang of its own ichor.
-
Codex: Dark Eldar
, page 30
Their tabletop stats are:
WS: 4 BS: 0 S: 5 T: 5 W: 4 I: 5 A: 4 Ld: 5 Sv: 6+
Special Rules:
move as Beasts; Bestial Fury (+1 A when wounded)
Rather than give the Fiend dismal Will Power to reflect its low Leadership, I thought that it would be better to represent it as having average WP combined with the Bestial Trait. Here is what I came up with, trying to stay true to its tabletop depiction and taking the look of the figure into consideration:
DONORIAN CLAWED FIEND
WS: 45 BS: - S (8)45 T: 55 Ag: 45 Int: 15 Per: 45 WP: 30 Fel:-
MOVE: 5/10/15/30 WOUNDS: 40
SKILLS:
Awareness, Climb, Tracking.
TALENTS:
Berserk Charge, Heightened Senses (Sight, Smell, Hearing), Light Sleeper, Lightning Attack, Sprint.
TRAITS:
Bestial, Dark Sight, Fear (2), Improved Natural Weapon (Claws), Natural Armour (3), Size (Hulking), Unnatural Strength (x2), Bestial Fury (if this monster is wounded and passes its WP test for being Bestial, it immediately becomes Frenzied), Tail-Lash (gains an extra Reaction, which can only be used to Parry an attack).
ARMOUR:
None (3 All)
WEAPONS:
Claws (1d10+10 R; Tearing)
THREAT RATING: XENOS MINORIS
ADVENTURE SEEDS:
Something is killing settlers on the frontier planet of Snowden’s World. The few surviving witnesses describe the attacker as a huge, hairy beast that emerges from the unexplored Howlingwood forest to rend unwary victims limb from limb. The Sector government is dismissive of the reports, claiming that the attacks are being caused by a commonplace predator native to the newly-settled world and thus not worthy of intervention from Scintilla. Stories of the Beast’s rampages reach the ear of a veteran Inquisitor, however, who thinks the descriptions of the Beast sound strangely familiar… A team of Acolytes are dispatched to Snowden’s World to confirm the Inquisitor’s suspicion that the attacks are being perpetrated by a rogue xenomorph. The investigation proves the Inquisitor’s hypothesis correct: Clawed Fiends are emerging from an undiscovered Eldar Portal within the overgrown forest, and the Acolytes must locate and destroy the Portal before the population of Fiends plaguing the frontier world becomes completely uncontrollable.
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SSLYTH-
True Dark Eldar make rather dubious bodyguards due to their treacherous nature. Instead, Archons employ the more reliable alien mercenaries that inhabit Commorragh to protect them from the inevitable coup. Though these bodyguards hail from all across the galaxy, favoured amongst them are the Sslyth, hulking serpent-bodied warrior-fiends whose race fell to the temptations of unbridled excess millennia ago. Having two sets of arms, Sslyth mercenaries sport enough guns and jag-sharp blades to easily make a mess of any assassin or would-be usurper
.
-
Codex: Dark Eldar
, page 35
WS: 4 BS: 4 S: 5 T: 5 W: 2 I: 4 A: 3 Ld: 3 Sv: 5+
Special Rules:
Fleet, Feel No Pain
Very much an elite troop-type. The Leadership of 3 seems startlingly low for a high-end mercenary, but it makes sense in context: in 40K, they use the Leadership value of their boss; if the boss is killed, the mercenary Sslyth has little incentive to keep fighting. So, here’s my take on a
DH
SSlyth:
SSLYTH
WS: 45 BS: 40 S: 45 T: 50 Ag: 45 Int: 35 Per: 30 WP: 35 Fel: 20
MOVE: 4/8/12/24 WOUNDS: 25
SKILLS
: Awareness, Carouse, Dodge, Forbidden Lore (Xenos), Speak Language (Sslyth, Eldar)
TALENTS:
Basic Weapon Training (Las, SP, Exotic), Combat Master, Hip Shooting, Jaded, Melee Weapon Training (Primitive), Pistol Training (Las, SP, Exotic), Polyglot (treats Speak Language as a Basic skill), Swift Attack
TRAITS:
Crawler, Multiple Arms, Natural Weapon (Bite), Unnatural Speed (x2), Constrictor (counts as having Unnatural Strength (x2) on Grapple damage)
ARMOUR:
Custom xeno armour (5 Body/Arms)
WEAPONS:
Bite (1d10+5 I; Primitive, Toxic); Monosword (1d10+7, Pen 2, Balanced); Cestus (1d5+5 I, Primitive); Shardcarbine (75m, S/5/10, 1d10+2 R, Pen 3, Clip 150, Rld 2Full; Toxic, Hail of Splinters*); Splinter Pistol (50m, S/3/6, 1d10 R, Pen 3, Clip 120, Rld 2Full; Toxic, Hail of Splinters*); or as supplied by employer.
*Hail of Splinters: If fired on Full Automatic, the weapon gains the Tearing trait.
GEAR:
Microbead (for communicating with employer), 2 spare clips for each weapon, jewelry worth 3d10 Thrones, plus one of the following (roll d10): 1-2: 2d10 coins of various (mostly alien) denominations; 3-4: 1-2 doses of a xeno-narcotic (this has the same effect as Stimm for the Sslyth, but is poisonous to mammalian life); 5-6: bag of 1d5 small live rodents (a snack); 7-8: trophies from previous battles (human scalps, ork teef, kroot quills, etc.); 9-10: art object worth 1d5x100 Thrones (10% chance Warp-tainted).
THREAT RATING: XENOS MINORIS
ADVENTURE SEEDS:
The executive director of a major Merchant House is suspected of engaging in illegal trade with xenos. The Acolytes are sent to investigate and, if proof of the allegations can be found, they are to capture or kill the executive. Complicating the latter half of the mission is the fact that the heretic has used his xeno contacts to hire some impressive bodyguards.
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UR-GHUL-
Though innumerable species of atavistic bloodbeasts prowl Commorragh, it is perhaps the Ur-Ghul that is the most hideous of all; a sightless but agile troglodyte that hails from the labyrinthine ziggurats of Shaa-dom. Once one of these whip-thin horrors has smelt you with its rows of quivering scent-pits there is no escape from the violence that follows.
-
Codex: Dark Eldar
, page 35
WS: 4 BS: 0 S: 4 T: 3 W: 1 I: 5 A: 3 Ld: 3 Sv: -
Special Rules:
Fleet, Feel No Pain, Furious Charge
UR-GHUL
WS: 45 BS: - S 40 T: 35 Ag: 55 Int: 18 Per: 45 WP: 20 Fel: 05
MOVE: 5/10/15/30 WOUNDS: 12
SKILLS:
Awareness, Acrobatics, Climb, Concealment +20, Contortionist, Dodge, Shadowing +10, Silent Move +20, Tracking +20
TALENTS:
Berserk Charge, Hard Target, Furious Assault, Heightened Senses (Smell), Sprint, Swift Attack
TRAITS:
Blind (the Ur-Ghul does not suffer the normal -30 penalty to attacks), Fear (1), Natural Weapon (Claws and Bite)
ARMOUR:
None
WEAPONS:
Claws/Bite (1d10+8 R, Primitive)
GEAR:
None
THREAT RATING: XENOS MINORIS
ADVENTURE SEEDS:
The population of Ur-Ghuls lurking on the fringes of a district of Commorragh is getting out of control. A local gang of Hellions decide that it would be amusing to herd the ghastly creatures through a Webway Portal that opens onto an Imperial world. Rather than intercede, the local Archon decides the tide of ravening Ur-Ghuls may provide an interesting way of testing the defenses of the planet, in anticipation of a future raid…
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So, what do you think? I haven’t play-tested any of these yet- I wanted to get some feedback first. Are there any changes you would recommend?