I just ran a low-Rank Deathwatch session featuring Dark Eldar as the adversaries; since they are not ‘standard’ DW opponents, I thought I would share my thoughts based on the experience.
I used the DE stats from the Rogue Trader supplements The Soul Reaver (plus some critters from The Koronus Bestiary ), with very little alteration- the only weapon stats I ‘amped up’ to take on Space Marines were for Splinter Cannons, which, as presented in SR , have minimal chance of damaging an Astartes (neither do Splinter Rifles, of course, but I planned to field those in Hordes- a tactic not suitable for heavy weapons). I added 1 point to the Splinter Cannon’s Damage and AP, which gave the Cannon about a 1 in 3 chance of inflicting a wound per hit; this felt about right to me for a weapon usually portrayed as a ‘middling’ heavy weapon. I found out too late that the Killteam’s Techpriest would be completely immune to the Splinter Cannon due to The Flesh Is Weak; in hindsight, I probably should have increased Splinter Cannon damage to 1d10+8 Pen 5, to make them a bit more of a threat.
The basic unit I fielded was a 25 Magnitude Horde of Kabalite Warriors ( SR p.122) armed with Splinter Rifles (with melee attachments), with a single Splinter Cannon and a Sybarite (basically a Warrior with Command) armed with an Exotic Weapon (either missle or melee) from SR p.110 & 112, benefiting from the cover of the Horde.
The ‘scary’ adversary I fielded this encounter was a Talos Pain Engine, which I statted as a hybrid of the Cronos Parasite Engine from SR p.127 and the Talos stats from the Adversaries section of the Only War rulebook, but with the number of Wounds and power of the Stinger Pod increased substantially.
For the ‘command squad’ I used Archon Salaine Morn from SR p.119 as the template for a Dark Eldar ship captain, scaled down slightly and with the Huskblade replaced with a Djin Blade (since there are no official stats, I treated it as a high-end power sword with the added ability that the wielder can make a Willpower test to goad the sword into making an extra attack- but if the test fails by 2 or more Degrees, the sword attacks its’ owner). The leader’s retinue consisted of two Sslyth bodyguards (from KB p.93)- one upgraded with a power sword and one with a Liquifier Gun ( SR p. 110), 3 Trueborn ( SR p.123) with melee weapons, a Medusae (from KB p.17) attached to a host (a generic Eldar), and two Ur-Ghul ( KB p.35) acting as ‘guard dogs’ and cannon fodder.
No Wyches this time out- I’m holding them back for a specific future encounter.
So, how did they perform against Marines? In the first encounter, a single Splinter Rifle-armed Horde with a Splinter Cannon did a smattering of damage, pretty much as I expected. One thing I screwed up was that I forgot to apply the Toxic quality from the Splinter weapons- even though there is only a small chance of the toxin effecting an Astartes due to their Unnatural Toughness (making tests 1 step easier) and a built-in re-roll against toxins, the Eldar can inflict enough hits with their rapid-firing weapons that an occasional check is bound to fail; plus, the constant threat from poison is an integral part of the character of dark Eldar. So:
TIP #1: DON’T FORGET THE TOXIN TESTS! Trust me, they’ll start to add up over the course of the mission.
The Killteam caught this first group of Dark Eldar unaware, and as a result I staged some individual Warriors outside the main body of the Horde, engaged in various tasks. This proved to be a serendipitous circumstance, allowing the individual Eldar to use their Dodge (an advantage lost to Hordes), and the Marines expended a surprising amount of resources trying to put down combatants who were by and large no real threat. I liked this effect, and subsequently added 3-4 basic Warriors positioned in a ‘skirmish line’ in front of each Horde, operating independently and thus able to use their Dodge. It occurred to me that these extra guys could really earn their keep by laying down Suppressing Fire with their Splinter Rifles, or hucking plasma grenades ( SR p.109) when they couldn’t fire full-auto. Which results in:
TIP #2: SUPPORT WARRIOR HORDES WITH SKIRMISHERS PROVIDING SUPPRESSING FIRE! Sure, Space Marines have a free re-roll against Pinning, but the sheer nuisance value will almost certainly force the Killteam to split resources between the Horde and the skirmishers- who can Dodge. And Dark Eldar have some models with Fear ratings- and the Willpower penalty from failing a Fear test (see the And they Shall Know No Fear rules) apply to Pinning tests.
The Syberites armed with Darklight weapons ( SR p.110) proved to be quite dangerous; between high damage, very high AP, and Felling, these weapons require no enhancement from their Rogue Trader stats to menace Space Marines.
TIP #3: DON’T UNDERESTIMATE BLAST PISTOLS/ BLASTERS! They don’t need any increase in power, unless you really, really hate your players!
What about the Talos Pain Engine? This proved to be a major screw-up on my part. Dark Eldar are usually quite fast, and I didn’t think to check the Talos’ Movement rate when I launched it at the Killteam; I just assumed that it would be able to close to Charge range fairly quickly, but after I brought it into view (in a long corridor with no cover) I realized that Pain Engines are pretty freakin’ slow, allowing the Killteam to blow it to bits well before it could present any threat to them…
TIP #4: TALOS ARE SLOW ! Deny the Killteam line-of-sight until a Pain Engine is within Charge range, or it will be reduced to so much Difficult Terrain before it can get any licks in against the Marines.
Since Ur-Ghul can’t normally damage a Space Marine, I had them attempt Grapples against one of the Killteam. They never connected in this combat, but they did keep a Marine tried up for a couple rounds before they went splat.
The Sslyth, on the other hand, are pretty well-matched against low-Rank Astartes. Unfortunately the one with the Liquifier Gun never got to fire a shot before being thrust into melee combat, so I never got to see its variable AP in action.
The Medusae is a one-trick pony, but Eyeburst is a decent little trick, forcing Fate Points to be spent to overcome Stunning. One hit and it pops like a zit, though, so place it carefully.
TIP #5: FOCUS ON VARIETY IN THE LEADER’S RETINUE. A broad range of abilities and weapons in one tight group will force the players to make tough choices about what order to target their opponents.
The Archon stats I used were a bit overpowered for the PCs current Rank; between sky-high Dodge and armour with a built-in Field, the Archon took only a single hit, despite being swarmed by Marines (admittedly that one hit dropped him to single-digit wounds; when he returns I’ll be sure to include someone with Medicae in his retinue), and forced every Astartes who went toe-to-toe to Withdraw to the Apothecary after a single round. I wanted there to be a good chance of his escaping to return another day, but ‘Salaine Morn’ wasn’t in too much real danger from low-Rank Astartes, especially with the Sslyth’s Guardian Talent and Fate Points.
So, that’s my experience. Dark Eldar from Rogue Trader work well at lower Ranks of Deathwatch , but you have to plan their use carefully or the Killteam will go through them like a hot knife through butter.
When my PCs have a bit more experience under their belt, they will encounter the Dark Eldar again; being prepared to fight Space Marines next time, the Warrior Hordes will be 35 Magintude with 2 attached Splinter Cannons. And I’m very curious to see how a Horde of Wyches performs…
I hope these observations are useful to some of my fellow GMs.
Edited by Adeptus-B