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Оглавление.
Создание Темного Эльдара .............................................................................................................. 2
Темно-эльдарские стартовые умения и таланты...................................................................................2
Классы темных эльдар: ...............................................................................................................................4
Предназначение Темных Эльдар: ..............................................................................................................5
Карерный рост ТЭ (Elite Advance)................................................................................................................6
Особые навыки Темных Эльдар. ................................................................................................................7
Особые таланты темных эльдар. ...................................................................................................................8
Таланты Мучителя. ...................................................................................................................................... 10
Таланты Драконта. ....................................................................................................................................... 12
Таланты Архонта. ......................................................................................................................................... 12
Таланты Хекатрицы...................................................................................................................................... 13
Таланты Суккубы. ......................................................................................................................................... 14
Таланты Клейвекса. ..................................................................................................................................... 15
Таланты Патриарха. ..................................................................................................................................... 15
Таланты Акофиста. ....................................................................................................................................... 17
Таланты Гомункула ...................................................................................................................................... 17
Requisition and Influence. .................................................................................................................. 18
Dark Eldar Weaponry .................................................................................................................................... 22
MELEE ............................................................................................................................................................ 22
RANGE ........................................................................................................................................................... 25
Personal Armor of the Dark Eldar.................................................................................................................. 27
Combat Drugs ................................................................................................................................................ 29
Poisons........................................................................................................................................................... 30
Gear and Equipment of Dark Eldar ................................................................................................................ 34
Расчет стоимости Рабов. ............................................................................................................................. 38
Artefacts of Dark Eldar .................................................................................................................................. 39
Dark Eldar Vehicles ............................................................................................................................ 42
Dark Eldar Spaceships......................................................................................................................... 47
Создание Талосов, Кроносов, Гротесков. ............................................................................... 53
Создание Талоса. ......................................................................................................................................... 54
Создание Кроноса........................................................................................................................................ 55
Создание Гротесков. .................................................................................................................................... 56
Система лояльности Кабала. ...................................................................................................... 57

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СОЗДАНИЕ ТЕМНОГО ЭЛЬДАРА

WS 25

BS 25

S 25

T 20

Ag 30

Int 25

Per 30

WP 25

Fel 20

Генерирование характеристик происходит следующим образом:


• - Сделать 11 бросков 2Д10, получив 11 значений.
• - Убрать 2 наименьших результата.
• - Оставшиеся результаты прибавить к характеристикам на выбор.

ТЕМНО-ЭЛЬДАРСКИЕ СТАРТОВЫЕ УМЕНИЯ И ТАЛАНТЫ.

Starting Skills: Acrobatics (Ag), Awareness (Per), Medicae (Int), Common Lore (War) (Int), Dodge
(Ag), Stealth (Ag), Speak Language (Eldar) (Int), Speak Language (Dark Eldar) (Int), Intimidate (S).

Starting Talents: Decadence, Disturbing Voice, Hard Target, Kabalite Weapon Training, Melee
Weapon Training (Universal), Resistance (Poisons), Heightened Senses (Sight, Hearing), Paranoia,
Catfall, Sprint, Jaded, Dark Soul.

Starting Traits: Power Through Pain, Speak Not Unto the Alien, Unnatural Agility 3.

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Power Through Pain

To stave off the slow dwindling of their own withered souls, the Dark Eldar must sup upon the
tormented essence of others, devouring their pain and suffering to invigorate the body and renew the spirit.
When glutted upon the suffering of others, Dark Eldar are almost unstoppable, gaining supernatural might
and becoming heedless of peril. A Dark Eldar character gains a single Pain Token whenever one or more
living creatures (in other words, things that are not machines, daemonic, or otherwise “non-living”) within
a number of metres equal to his Perception Bonus are killed, Stunned, suffer non-lethal Critical Damage,
suffer Blood Loss, fail a Fear or Pinning Test, or are otherwise subjected to excruciating pain (gaining a
single Pain Token after a set amount of time, depending on the nature and intensity of the pain, at the
GM’s discretion). Each time a Dark Eldar character accumulates eight Pain Tokens, he immediately
expends them to gain a single temporary Fate Point, which may be spent as normal and vanishes at the
end of the session if it goes unused. A Fate Point gained from accumulated Pain Tokens cannot be “burnt.”
A character may not gain more than one Pain Token from any Action or non-Action event (such as the
effects of the Crippling, Flame, or Toxic Weapon Qualities, or environmental effects) except as noted by
certain Vile Pleasures and Talents. For example, non-lethal Critical Damage that also Stuns a creature
only grants a single Pain Token, and even a Multiple Attacks Action or thrown grenade that harms several
enemies simultaneously (or the same foe repeatedly) only yields a single Pain Token for the Action.

Vile Pleasure’s:

Different Dark Eldar derive different amounts of vigour and satisfaction from the myriad
flavours of pain and dread, and each chooses to focus their talents to those ends. Choose one of the
following options upon character creation:

Artful Torment
The long, slow, precise agonies cultivated by the finest of bladework are delicious, creating a deep
and pervasive taste of uncomprehending terror blended with the most carefully-wrought physical suffering.
In addition to the usual conditions for gaining a Pain Token, this character gains a Pain Token whenever
he deals Damage to living creature that is Stunned.

Bountiful Slaughter
The last breath of a dying foe is exquisite, and the searing pain of an injury is bliss. When this character
kills or causes Critical Damage that inflicts Blood Loss upon a living target in melee combat and
gains a Pain Token, he gains an additional Pain Token.

Cruel Demise

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This Dark Eldar has become attuned to the particular agonies of those slain by his own skill at a greater
distance, and is able to draw upon that power more readily. Whenever one of this Character’s own Ranged
Attacks slays or Stuns a living creature, or causes a living foe to suffer Critical Damage, Blood Loss, or fail
a Fear or Pinning Test, he gains a Pain Token from the event if the foe is within a distance equal to his
Perception Characteristic in metres.

Lingering Dread
The promise of pain is as sweet a torment as the pain itself, and fearful anticipation is a potent
elixir. When the character gains a Pain Token from a nearby creature failing a Fear Test or being Stunned,
he gains an additional Pain Token.

Sadistic Joy
The Dark Eldar care not who suffers or where pain comes from, only that agony abounds. Whenever this
character gains a Pain Token from the suffering of an ally, so long as the character was not the cause of
that suffering, he gains an additional Pain Token.

Стартовые вунды: 7+1d5

Стартовые фейты: 1(+8)

Стартовые аптитуды: WS, Ag

Особенности физиологии Темных Эльдар: Эльдары более хрупки физиологически и не


склонны к набору большой мышечной массы. Темные Эльдары не могут прокачать
характеристики Toughness и Strength выше 5ого бонуса характеристики кроме как используя
бонусы Elite Advance'ов.

КЛАССЫ ТЕМНЫХ ЭЛЬДАР:


Class Roll D100
Kabbalite 1-24
Incubus 25-50
Wych 51-75
Wrack 76-100

Kabbalite:
Aptitudes: BS, Offense, Finesse, Intelligence, Perception
Starting skills: Deceive
Starting talents: Rapid Reload
Specialist bonus: +5 Fellowship если взят талант Trueborn
Incubus:
Aptitudes: S, Offence, Defense, Perception, Willpower

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Starting skills: Parry


Starting talents: Combat Master
Specialist bonus: +5 WS
Wych:
Aptitudes: Per, Finesse, Defence, Offense, Social
Starting skills: Charm +0
Starting talents: Ambidextrous
Specialist bonus: +5 Ag

Wrack:
Aptitudes: Int, Per, Knowledge, Fieldcraft, Tech
Starting skills: Tech-Use +0
Starting talents: Technical knock
Specialist bonus: +5 Int

ПРЕДНАЗНАЧЕНИЕ ТЕМНЫХ ЭЛЬДАР:


Roll Result
01 “Corruption within is a key to success.” Begin play with one additional Vile Pleasure.
02- 07 “Sins hidden in the heart turn all to decay.” Begin play with 3 Corruption Points.
8 - 11 “Dark dreams lie upon the heart.” Begin play with 2 Corruption Points.
12–15 “The pain of the bullet is ecstasy compared to damnation.” Increase Toughness by +2.
16–18 “Kill the enemy before he dares to cry out.” Increase Agility by +2.
19–21 “Truth is subjective.” Increase Intelligence by +3. Begin play with 3 Corruption Points.
22–26 “Know your prey and hunt it down.” Increase Perception by +2.
27–30 “Even a man who has nothing can still offer his life.” Increase Strength by +2.
31–33 “If a job is worth doing it is worth dying for.” Gain the Frenzy talent.
34–38 “Only in death the hungry bitch triumphs.” Gain 1 Wound.
39–42 “A mind without purpose will wander in dark places.” Increase Intelligence by +2.
43–46 “Life forces all to fight for their lifes.” Increase Toughness by +2 and gain 1 Wound.
47–50 “Violence solves everything.” Increase Weapon Skill by +3.
51–54 “To war is for dark eldar.” Increase Agility by +3.
55–58 “Die if you must, but not with your spirit broken.” Increase Willpower by +3.
59–62 “The gun is mightier than the sword.” Increase Ballistic Skill by +3.
63–66 “Be a boon to your inferiors and bane to your enemies.” Increase Fellowship by +3.
67–70 “Men must die so that Man endures.” Increase Toughness by +3.
71–74 “In the darkness, follow the longing to survive.” Increase Willpower by +2 and Intelligence by
+1.
75–79 “The only true fear is fear of dying.” Gain 2 Wounds.
80–85 “Thoughts create doubt and doubt create treason. Treason must be punished.” Increase Strength
by +3.
86–90 “The wise learns from the deaths of others.” Increase Intelligence by +3.

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91–94 “A suspicious mind is a healthy mind.” Increase Perception by +3.


95–97 “Do not ask how you kill the main thing is Why?” Increase Weapon Skill and Ballistic Skill each
by +2.
98–99 “There is no substitute for bloodshed.” Increase Toughness and Strength each by +2.
100 “Trust in your fear.” Increase Agility by +2 and gain 1 Fate Point.

КАРЬЕРНЫЙ РОСТ ТЭ (ELITE ADVANCE)

Kabbalite Warrior:
Dracon: требования 45 WS, BS/40 Fellowship, Command +10
Стоимость 800 xp
+1 Фейта, +3 к любым двум характеристикам
кроме игромеханических требований необходимо, чтобы игрок занимал должность Драконта
в ролевой игре.
Archon: требования 55 WS, BS/ 45 Fellowship, Command +20
Стоимость 1200 xp
+1 Фейта, +5 к любым двум характеристикам.
кроме игромеханических требований необходимо, чтобы игрок занимал должность Архонта в
ролевой игре.

Incubus:

Klaivex: требования 55 WS/45 S, Parry +20


Стоимость 800 xp
+1 Фейта, +3 к WS и S
кроме игромеханических требований необходимо, чтобы игрок занимал должность Клейвекса
в ролевой игре. Игрок получает доступ к Демиклейвам и Бладстоуну.
Patriarch: требования 65 WS/50 S, Parry +30
Стоимость 1200 xp
+1 Фейта, +5 к WS, S, T
кроме игромеханических требований необходимо, чтобы игрок занимал должность Патриарха
в ролевой игре. Игрок получает доступ к броне Палача.

Wych:

Hekatrix: требования 50 WS/55 Agility, Dodge +20


Стоимость 800 xp
+1 Фейта, +3 к WS и AG

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кроме игромеханических требований необходимо, чтобы игрок занимала должность


Хекатрицы в ролевой игре.
Succubus: требования 60 WS/65 Agility, Dodge +30
Стоимость 1200 xp
+1 Фейта, +5 к WS, AG, Fellowship
кроме игромеханических требований необходимо, чтобы игрок занимала должность Суккубы
в ролевой игре. Получает доступ к Глефе Архиты и Броне Суккубы.

Wrack:
Acothyst: требования 50 Int/ 45 Perception, Tech-use +10, Trade Armourer +0, Common Lore DE
+10
Стоимость 800 xp
+1 Фейта, +5 к Int
кроме игромеханических требований необходимо, чтобы игрок занимал должность Акофиста
в ролевой игре.
Haemonculus: требования 65 Int/Tech-use +20, Trade Armourer +10, Common Lore DE +20
Стоимость 1200 xp
+1 Фейта, +10 к Int, +3 к Fellowship
кроме игромеханических требований необходимо, чтобы игрок стал Гомункулом в ролевой
игре.

ОСОБЫЕ НАВЫКИ ТЕМНЫХ ЭЛЬДАР.

COMMON LORE
Intelligence, Skill Group: Dark Eldar
Dark Eldar: Knowledge of the social and political structures of Dark Eldar society, covering the Kabals,
the Wych Cults, the Haemonculi Covens, and outsider groups like the Incubi, the Hellions, and even the
dreaded Mandrakes. This also comes with an understanding of Dark Eldar nature and history.

FORBIDDEN LORE
Intelligence, Skill Group: Webway
Webway: Knowledge of the secrets and hidden nature of the labyrinth dimension of the Eldar, typically
known only to the mysterious Harlequins of the Laughing God and to a select few extremely learned Eldar.

NAVIGATION
Intelligence, Skill Group: Webway
Webway: This Skill permits an Explorer to determine the safest and quickest route to a location using
the myriad passages and pathways between worlds known as the webway. As many routes through
the webway are blocked, sealed or simply closely guarded secrets, and because the webway itself does not

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connect to every world, there may be many destinations that simply cannot be reached in a single trip,
if at all.

SPEAK LANGUAGE
Intelligence, Skill Group: Dark Eldar
Dark Eldar: A harsh and clipped dialect of the ancient language of the Eldar, particularly common
amongst the streets and wastelands of Commorragh and outposts such as the Nexus of Shadows, notable
for its immense variety of terms for types of pain and fear.

ОСОБЫЕ ТАЛАНТЫ ТЕМНЫХ ЭЛЬДАР.

AGONY FROM AFAR


Prerequisites: Dark Eldar, Precision Killer, Perception 45, Power Through Pain
Tier: 2
Aptitudes: Perception, Finesse
The confusion of a foe slain from afar, the panic of prey caught within a hail of fire—these things are
joyous to behold. This character gains a Pain Token whenever a Ranged Attack that originated from within
a number of metres around him equal to his Perception Bonus inflicts Critical Damage upon, Stuns, or
slays a living creature, or causes it to fail a Fear or Pinning Test. This is cumulative with Pain Tokens
gained from the Cruel Demise Vile Pleasure, if he is eligible to benefit from both.

CRUELTY
Prerequisites: Dark Eldar, Pity the Weak, Weapon Skill 40
Tier: 2
Aptitudes: Weapon Skill, Offence
The Dark Eldar is vicious in battle and relishes the savage thrill of violence, as well as the sense of power
derived from butchering those weaker than himself. When making a Melee Attack or a Ranged Attack at
point blank range against an enemy that is Stunned or prone, the attack gains the Proven (4) Quality.

DISCIPLE OF SHIAMESH
Prerequisites: Medicae +20, Scholastic Lore (Chymistry) +20
Tier: 3
Aptitudes: Intilligence, Fieldcraft
The Dark Eldar have an appreciation for poisoning as an art form, and some choose to master
that art, becoming the deadliest and most skilful of poisoners. This character may spend a Fate
Point to automatically pass a Chem-Use Test, succeeding by a number of Degrees of Success equal to
his Intelligence Bonus. In addition, when wielding any weapon which has the Toxic Quality he adds
his Intelligence Bonus to the Toxic Quality. He also adds the Felling (4) Quality to the weapon if it does
not already have that Quality, or increases its Felling Quality by 4 if it does.

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KABALITE WEAPON TRAINING


Prerequisites: Kabalite Warrior, Wych, Wrack
This Dark Eldar is familiar with the deadly tools of the Kabals, and can use them effectively in battle.
The Kabalite Warrior is proficient in using the weapons of his organisation, which include splinter
weapons and all Low-Tech Melee Weapons.

DARKLIGHT WEAPON TRAINING


The Dark Eldar employ numerous forms of Darklight weaponry, including colossal torpedoes of
horrific power, but the most common are portable devices capable of savage and precise devastation: the
blast pistol, the blaster, and the dark lance. Any of these can shred through the toughest of armour and
inflict horrific wounds upon the flesh of the living as tiny specks of Darklight create powerful
detonations within the matter they touch.

PEER
Tier: 1
Prerequisite: Fellowship 30
Aptitudes: Fellowship, Social
The Player knows how to deal with a particular social group or organisation, or even xenos race. He
gains a +10 bonus to all Fellowship and Influence tests when interacting with this chosen group, and at
the GM’s discretion can sometimes call upon them for favours. The GM and player may agree to award
this talent when appropriate to the adventure or campaign, though the character must still pay the
experience cost for the Talent as normal. This talent can be awarded multiple times for the same group,
in which case it should be listed as Peer (X), with X equalling the number of times the talent has been
awarded. This can be used to represent groups who particularly like the character and may even be
staunch allies. In game terms, the bonus to Fellowship tests increases to +10 times X. Additionally, when
the character acquires this talent, he increases his Influence by 1.

PITY THE WEAK


Prerequisites: Strength 35, Willpower 35
Aptitudes: Fellowship, Social
Tier: 1
Despised are the weak, for they cannot stand alone against the mighty. The character has nothing but
contempt for those less powerful than himself and gains a +10 on Command, Commerce, Deception,
and Intimidation Skill Tests when opposed by someone with either a Strength or Willpower
Characteristic lower than his own, or whose Profit Factor or apparent social status is beneath his
own. Unfortunately, the character also has trouble hiding his contempt for such people, and suffers a –
10 to Charm Skill Tests when dealing with these individuals.

POISON-KILLING MASTER
Prerequisites: Intilligence 40, Scholastic Lore (Chymistry) +10

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Aptitudes: Intilligence, Fieldcraft


Tier: 2
The player has so thoroughly mastered poisoned weapons that any wound left to them can be fatal. The
player can add a Toxic weapon rating to the damage dealt from the Toxic quality.

SIPHON PAIN
Prerequisites: Power Through Pain, Corruption 10+
Aptitudes: Willpower, Defence
Tier: 2
The Dark Eldar’s need for suffering increases, and he grasps further and further afield to sate his vile
hunger. The character adds the first digit of his Corruption points in metres to the range at which he can
gain Pain Tokens.

SURGICAL PRECISION
Prerequisites: Medicae, Intelligence 30
Aptitudes: Intilligence, Knowledge
Tier: 2
The Dark Eldar often take prisoners alive, and many study hard to perfect the art of inflicting
pinpoint cuts or shots that disable foes without slaying them, that they might eke more suffering from
the wretches they fight. This Explorer has mastered the art of bringing down foes non-lethally, and
whenever he deals Critical Damage to an opponent, he may make a Challenging (+0) Intelligence
Test. If he succeeds, he may reduce this Damage by an amount up to his
Intelligence Bonus and inflict 1 Fatigue upon his target for each Degree of Success he scored on the
Intelligence Test. Further, this character gains a +30 bonus to any Medicae Skill Tests to treat
wounds that he caused.

TRUEBORN
Prerequisites: Dark Eldar
Cost: 500 xp
The Dark Eldar was born to power and prestige, and raised to a life of refined cruelty and vicious
politics. Unlike the teeming masses of the Dark City, the character was born naturally, and regards
himself as superior to the half-born wretches grown in amniotic tanks and vitae wombs who he will strive
to rule over. This Talent may only be purchased at character creation, and cannot be obtained at
any later point. The character gains the Fellowship Aptitude.

Таланты Мучителя.
Доступны только со 2ого ранга
(Dracon, Hexatrix, Klaivex, Acothyst)

TORMENTOR’S FURY

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Prerequisites: Dark Eldar, Power Through Pain


Cost: 600 xp
The Dark Eldar can direct the pain he has imbibed into a heightened savagery in battle, delivering more
vicious wounds with the momentum of the charge. After gaining at least one Pain Token in an encounter,
the character may spend a Fate Point to gain the Berserk Charge Talent and Brutal Charge 3 Trait for the
remainder of the encounter.

TORMENTOR’S MAJESTY
Prerequisites: Dark Eldar, Power Through Pain
Cost: 600 xp
The Dark Eldar radiates a terrifying and regal power when feeding upon the dread of lesser beings.
After gaining at least three Pain Tokens in an encounter, the character may spend a Fate Point to gain
the Fear (1) Trait or increase an existing Fear Trait by 1 (to a maximum of 4) for the rest of the encounter.
While he benefits from this Fear Trait, he also adds a +10 bonus to all Intimidate and Command Tests.

TORMENTOR’S MIGHT
Prerequisites: Power Through Pain
Cost: 800 xp
The Dark Eldar’s physical prowess is massively increased by the agony of others. After gaining at least three
Pain Tokens in an encounter, the character may spend a Fate Point to gain the Unnatural Strength (4)
Trait for the remainder of the encounter.

TORMENTOR’S SUPREMACY
Prerequisites: Power Through Pain, Tormentor’s Vigour
Cost: 1000 xp
The Dark Eldar is an unstoppable force in battle when glutted upon the terror of his enemies. After
gaining at least four Pain Tokens in an encounter, the character may spend a Fate Point to gain the Stuff
of Nightmares Trait for the remainder of the encounter.

TORMENTOR’S VIGOUR
Prerequisites: Power Through Pain
Cost: 1000 xp
The Dark Eldar is reinvigorated by the pain of others, turning mortal wounds into petty annoyances
as he feeds. After spending a Fate Point to regain lost Wounds, the character regains 1d5 lost Wounds
every time he gains a Pain Token for the rest of the encounter.

TORMENTOR’S WILL
Prerequisites: Power Through Pain
Cost: 800 xp

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The Dark Eldar, when fuelled by pain, finds his thoughts unclouded by the petty frailties and fears
of mortal existence. After gaining at least two Pain Tokens in an encounter, the character may spend a
Fate Point to gain the From Beyond Trait for the remainder of the encounter.

ТАЛАНТЫ ДРАКОНТА.

AMBASSADOR OF KOMMORAGH
Tier: 2
Prerequisites: Fellowship 35, Intelligence 35
Aptitudes: Perception, Social
The Kabbalite is willing to risk personal danger and discomfort, and might even adopt a certain degree of
humility if it means achieving his goal, though he will not sell his life for it. As long as the Lesser Species
are useful to him (which they should be for the majority of the adventure) he treats them as valuable tools,
with exactly as much respect and cordiality as required to get them to dance to his tune.
The character reduces any penalty to Interaction skill tests for dealing with xenos or Imperial NPCs
by 20. In addition, once per encounter, he can reroll a failed Interaction skill test when interacting with
such an NPC.

AMBUSH
Tier: 1
Prerequisite: Stealth +10
Aptitudes: Agility, Fieldcraft
The life teaches that a battle is easily won if the enemy does not know he is fighting. This character takes
this maxim to heart, striving to always make the most of a the element of surprise and finish fights before
they truly begin. This character’s attacks against Unaware Targets inflict 1 additional Damage for every 2
Degrees of Success on the Weapon Skill or Ballistic Skill Test.

JACK OF ALL TRADES


Tier: 2
Prerequisite: Intelligence 45
Aptitudes: Knowledge, Fellowship
Effect: Even a regular life requires from Dracon so many skills that he just simply start to master all of
them. With each approach taken to eradicate his enemies, the Dracon sharpens his abilities in ways normal
practice could not accomplish. When this talent is acquired, the character gains all unknown non-Specialist
skills as Known skills (rank 1).

ТАЛАНТЫ АРХОНТА.

MASTER OF ALL TRADES


Tier: 3

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Prerequisites: Intelligence 55, Jack of all Trades


Aptitudes: Knowledge, Fellowship
Effect: As the Archon's learns new abilities and hones his skills, with time he can master those to which he
devotes his attention. His prowess in such areas might approach the finest specialists, greatly aiding in his
struggle against his enemies. When this talent is acquired, the character immediately advances all
Known skills (rank 1) to Trained (rank 2).

MASTER OF PAIN
Tier: 2
Aptitudes: WS or BS, Offence or Finesse
An Archon who scores three degrees of success or higher in a Ballistic or Weapon Skill test gains the
Crippling (X) quality for the attack, with X equal to the number of degrees of success.

HOW DARE YOU NOT TO DO IT


Tier: 3
Aptitudes: Fellowship, Leadership
An Archon can re-roll failed Command or Intimidate tests by depleting the loyalty of the Kabal.

MASTER OF HORRYFING DEATH


Tier: 2
Aptitudes: Weapon Skill, Leadership
Whenever the Archon triggers Righteous Fury he may pass a Hard (-20) Command or Intimidate test as
Reaction and grant to any Player Character in his Fellowship radius a temporary Fate Point.

THE GREATEST SHOOTER OF COMMORAGH


Tier: 2
Aptitude: Ballistic Skill, Finesse
Some archons are known not only as magnificent fighters and commanders of armies, but also as some of
the best sharpshooters of the Galaxy. Once per Combat Encounter when the Archon Aims as a Half Action,
it counts instead as a Free Action. When he Aims as a Full Action, it counts instead as a Half Action.

ТАЛАНТЫ ХЕКАТРИЦЫ.

STYLISH DEATH
Tier: 1
Aptitudes: WS, Offence
A Wych gains a +10 bonus to Weapon Skill tests against any enemy she has not attacked since the
beginning of her last turn.

DANGEROUS BEAUTY

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Tier: 2
Aptitudes: Fellowship, Social
A Hexatrix has mastered the art of beautiful killing. After first kill of Elite or Master level NPC or another
player in the battle encounter Hexatrix can make a Hard (-20) Charm test and Difficult (-10) Acrobatics
test. When test is successful an enemies which want to attack a Player must make a Routine (+20)
Willpower test if Hexatrix kills Elite level NPC or Challenging (+0) Willpower test if Hexatrix kills Master
level NPC.

MISTRESS OF PAIN
Tier: 2
Aptitudes: WS, Offence
An Hexatrix who scores three degrees of success or higher in a Weapon Skill test gains the Crippling (X)
quality for the attack, with X equal to the number of degrees of success.

ТАЛАНТЫ СУККУБЫ.

MISTRESS OF DEATH
Tier: 3
Aptitudes: Weapon Skill, Defence
Whenever a Succubus kills a Master level NPC or a Player Character, she regains one Fate point spent
earlier in that combat encounter.

GODLIKE SPEED
Prerequisite: Agility 70, Preternatural Speed, Sprint
Tier: 3
Aptitudes: Agility, Offence
Within the Wych Cults, a Succubus stands as a warrior lord second to none. Speed of Succubus are
legendary in Inquisition and Deathwatch. The Succubus removes her's Unnatural Agility 3 and gains
Unnatural Agility 5.

ELUSIVE FIGHTER
Prerequisite: Agility 70
Tier: 3
Aptitudes: Agility, Defence
When a miracle happens and Succubus is struck in Melee by the blow she can halve the incoming damage
and choose a location of hit by herself instead of determine hit location as it follows from regular Rules.

GRACEFUL UPPERCOT
Prerequisite: Unarmed Specialist
Tier: 2

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Aptitudes: Weapon Skill, Finesse


The Succubus has learned how to match finesse and brutality and hit any enemy exactly where it hurts the
most. When making an Unarmed Attack this character add his Agility Bonus to damage instead of Strength
Bonus.

ТАЛАНТЫ КЛЕЙВЕКСА.

BERSERK CHARGE
Tier: 1
Prerequisite: None
Aptitudes: Weapon Skill, Offence
The character has learned to put the whole force of his momentum behind his weapon blows and
when the character charges into combat, few can stand before him. If the character uses the Charge
Action, he gains a +30 bonus to Weapon Skill instead of +20.

BODYGUARD
Tier: 1
Aptitudes: Agility, Defence
The Acolyte has trained to protect his allies or superiors, prepared to even throw himself in the way of a
bolt shell or whirring chain blade if necessary. After an enemy makes a successful attack against an ally, the
character may use a Reaction to move up to his Half Move distance in order to interpose himself between
the attacker and target. The attack is then resolved against the character instead of the original target. In
the case of a melee attack, the character may also attempt to Parry the attack as part of his Reaction.

MASTER OF KLAIVE
Tier: 2
Aptitudes: Weapon Skill, Offence
Once per round, when an Incubus inflicts Critical damage on an Elite or Master opponent (or a PC), he
may make a melee Standard Attack action against another foe in range as a Free Action.

MASTER OF DEMI-KLAVE
Prerequisite: Ambidextrous
Tier: 2
Aptitude: Weapon Skill, Defence
Once per round, Incubus can link his Demi-klaives into Linked Demiklaives or unlink Linked Demiklaives
back to Demi-klaives as a Free Action instead of Half Action.

ТАЛАНТЫ ПАТРИАРХА.

MASTER DUELIST

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Tier: 2
Aptitude: Agility, Offence
This warrior has survived countless duels to the death and learned the bitter lessons that only such battles
can teach, finding victory in the spattered blood of the vanquished. Once per Round, when the Player
successfully Parries a foe’s attack, he may make an Opposed Weapon Skill Test against that enemy. If he
wins the Opposed Test, his foe suffers a –10 penalty on all Weapon Skill Tests to Parry the Player’s Attacks
or Attack the Explorer until the end of the next Round. If the Player wins by four or more Degrees of
Success, he disarms his opponent, forcing him to drop the weapon he used to attack.

MURDEROUS ONSLAUGHT
Prerequisites: Battle Rage, Blademaster, Frenzy
Tier: 3
Aptitude: WS, Offence
The Patriarch descends into a cold fury in battle, his mind finding a state of dissonant clarity and savage
precision in the storm of bloodshed that swells around him. The Player may enter a Frenzy as a Free Action
when making a Charge Action. Whenever the Player hits with a Melee Attack while Frenzied, he may
spend a Pain Token. If he does, he can act as normal and gains a bonus +30 to it’s Willpower test to snap
out of his Frenzy.

ONE-ON-ONE
Prerequisites: Weapon Skill 70
Tier: 3
Aptitudes: Finesse, Weapon Skill
The Patriarch is a master of single combat. Without the distractions of multiple opponents, he fights at
his best, taking every opening and leaving none. When fighting a single enemy in melee combat, the
character scores extra degrees of success on successful Weapon Skill tests equal to half of his Weapon Skill
bonus (rounded down).

MASTER OF SLAUGHTER
Prerequisites: Crushing Blow, Frenzy, Strength 55
Tier: 3
Aptitudes: Weapon Skill, Strength
A truly enraged Patriarch is a terrible thing to behold, as when his self-control and calmness are replaced
by unbridled rage and thirst for murder. Enemies that provoke Patriarch into such a state find only the
small that they do not have to endure such terror for long, although their surviving comrades are likely to
remember the grisly scene for the rest of their lives. Once per encounter while Player is on Frenzy when he
inflicts Critical Damage on an enemy by dealing Damage in excess of the enemy’s Wounds, he may spend
a Fate Point to instantly slay his foe in an exceptionally gruesome manner. The enemy may be literally cut
into small pieces before he falls to the ground. He gains the Fear 2 Trait against all foes who witnessed this
savage display until the end of the encounter.

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ТАЛАНТЫ АКОФИСТА.

HORRIFIC EXPERIMENTS
Tier: 2
Aptitude: Toughness, Fieldcraft
Wracks are each manifestations of the sick and twisted mind of their Haemonculus master. Acothyst gains
Natural Armor (2), Unnatural Toughness 1.

KNOWLEDGE OF THE FLESH


Tier: 3
Aptitude: WS, Knowledge
When a Acothyst scores three or more degrees of success on a Weapon Skill test, he may choose to inflict
a precision injury. If he does so, and when attack overcome Armor and Toughness of the target the attack
inflicts no damage, but the target suffers a 1d5 Rending Critical Effect to a hit location of the Acothyst'
choice.

ТАЛАНТЫ ГОМУНКУЛА

MASTERFUL TORTURER
Tier: 2
Aptitude: Intelligence, Fieldcraft
Haemonculus are Dark Eldar masters of pain, agony, and biological manipulation. They proclaim that
the infliction of this is one of the highest arts, if not the highest, and gleefully create choruses of screams
and wails of agony whilst taking delight in every aspect of the discomfort of anyone unfortunate enough
to fall under their blades. Haemonculus can use his Medicae skill instead of using Interrogation skill.

TORMENTED PHYSIQUE
Tier: 3
Aptitude: Toughness, Knowledge
The Player gains the Natural Armour (3) Trait, Unnatural Toughness 2 the Toxic Trait, Multiple Arms
4, becomes immune to the effects of diseases, poisons, toxic effects, and gains no benefit from combat
drugs of any sort. Additionally, the Player gains one additional Vile Pleasure of his choice (he can still only
gain a single Pain Token per Action or non-Action event, except as dictated by individual Vile Pleasures).

TORMENTOR’S INSPIRATION
Tier: 3
Aptitude: Intelligence, Knowledge
Madness has entirely consumed this Dark Eldar’s mind, and of this insanity comes a brilliance unparalleled
in its acuity and depravity. Whenever this Player gains a Pain Token, he gains a +10 bonus to the next

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Intelligence-based Test that he makes before the end of his next Turn. Once during an encounter in which
he has gained three or more Pain Tokens, the Explorer may spend a Fate Point. If he does, he gains the
Unnatural Intelligence (3) Trait for 1d5 days.

BORN TO CREATE:
Tier: 2
Aptitude: Intelligence, Knowledge
Once per session Haemonculi can re-roll failed Medicae or Trade tests.

FLESHCRAFTER:
Tier: 3
Aptitude: Intilligence, Fieldcraft
Haemonculi are also known as master manipulators of flesh, able to create horrific monstrosities and
regenerate Dark Eldar slain in battle, provided enough of the body remains. Because of this, dark eldar of
status will often make pacts with haemonculi, promising them fresh captives for their cruel art in exchange
for medical treatment, biological enhancements, and even being brought back from the dead.
Haemonculus can revert permanent characteristic damage by making a Medicae test with penalty -20 for
each point of permanent characteristic damage. If final modifier on that test is lower than -60 the test is
counts as Automatic Failure. In case of failure, the character burns a Fate Point or simply dies.

REQUISITION AND INFLUENCE.


Influence represents the Player’s reputation, connections, resources, and other factors that allow
him to obtain desired results from the Kabals, Wych Cults, Incubi Temples and Haemonculi Covens of
the Kommoragh. The higher the PC’s Influence, the more control he exert over others, and hence the
easier it is for him to get items delivered, services performed, and other actions taken at his request. All
PC's start with a certain amount of Influence, which can be modified through gameplay. An PC’s
Influence increases as the character succeeds at his duty, or as a result of specific actions the PC takes to
increase his reputation and resources. The following are some of the most common ways for an PC’s
Influence to increase:
1) Connections: Knowing the right people can be instrumental in getting things done. Taking one’s
request straight to the best person to act on it, cutting through the layers of intrigue of other dark
eldar and avoiding communication delays, can achieve faster and more effective results. Whether
looking at a single Kabal Spire or a sub-sector, the PC's discover again and again that tiesof fealty,
responsibility, and authority construct a tangled web and an almost crippling inertia. For an PC's
to be able to contact the right individual directly can mean the difference between a world’s
salvation and its damnation. Connections can come from earlier shared experiences, such as
common service in the Wych Cult or aboard the same voidship, or can occur during planetary
assault as an Player meets new people and establishes relationships. Organisations for which an PC
has the Peer talent indicate strong connections as well. It is up to the GM to determine how much

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Influence a connection is worth. Forming a close bond with a group of wyches or a single
Haemonculi of the Coven, Corsair Prince of Craftworld Eldar or maybe even an unscrupulous
Rogue Trader.
2) Debts and Favours: Perhaps the most effective way to gain assistance from an individual is by
calling in a favour or settling a debt. Doing so provides an immediate incentive for the
person or organisation to act in accordance with the Player’s wishes. This is particularly
true when it is undesirable or unthinkable to explain the reasons behind the request, a situation
in which Player's often find themselves. By accomplishing tasks for an individual or organisation,
or otherwise benefitting it through their actions, an Player’s Influence can increase. The amount
of the increase depends on the power and Influence of the person or organisation, as well as the
importance of the task or benefit.
3) Reputation: Player often achieve their wishes by relying on their reputation. By accomplishing his
duties and performing impressive feats, an Player can increase his Influence as his name becomes
known to the great and powerful, as well as the toiling masses of Imperial governance. Turning the
tide of battle for Kabbalite, brilliant appearance on the Wych Cult Arena for the Hexatrix or
Succubus, defeating a powerful foe in one o one hand to hand combat for the Incubus and perfectly
created weapon or a construct for the Wrack The degree of increase depends both on the
importance of the action, and on how gracefull and well planned the Player is in this performance.
Executing a foe on the Arena will be a great spectacle which can spread an Player’s name across a
world and beyond, but saving a relics from the Old Eldar Empire from certain destruction might
do little for a character’s wider reputation beyond those few privy to the act.

To acquire an item or service, a character must make a Requisition test by using his Influence. To
do so, the character makes a test and compare the result to his Influence characteristic. This test is modified
by the Availability of the item being acquired, the status of the item being acquired, how many items
traded, as well as any modifiers determined by the GM due to specific conditions. If the character succeeds,
he acquires the item or service he requested. Acquired weapons come with two standard ammunition clips,
plus one extra clip for every degree of success on the test beyond the first. Successful requisitions for ammo
clips yield two clips, plus one extra clip for every degree of success beyond the first, while those for grenades,
drugs, and other single-use items provide one item, plus one extra for every degree of success on the test
beyond the first.

Availability Modifiers
Ubiquitous Automatic
Abundant Easy (+30)
Plentiful Routine (+20)
Common Ordinary (+10)
Average Challenging (+0)
Scarce Difficult (-10)
Rare Hard (-20)

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Created in Master PDF Editor - Demo Version

Very Rare Very Hard (-30)


Extremely Rare Arduous (-40)
Near Unique Punishing (-50)
Unique Hellish (-60)

A player might decide that it's in his character’s best interest to focus his skills so that he
is better suited for acquiring equipment. In this way, one Player could be the main negotiator for
obtaining unusual items for the warband, or for bartering for any extra gear. A character who chooses to
develop himself in this way would likely seek to advance his Commerce skill and Fellowship characteristic.
Following this path, the warband improves its odds of having access to the most appropriate gear for its
investigation, and might even acquire a few luxuries along the way. Any time that a character seeks to
obtain an item, he begins by identifying the person or group most likely to provide it. Once he has
done so, he can engage in a Challenging (+0) Opposed Commerce test. For every degree of success on
the test, the Player receives a +10 bonus to his Requisition test to obtain an item. Three or more degrees
of failure, however, imposes a –10 penalty to the test.
Even the least of Archons, Succubus, Patriarchs, and Haemonculi are powerful individuals indeed,
with wealth, power, and influence unimaginable to nearly anyone in the Koronus Expanse but a Rogue
Trader. Each is a ruler of countless thousands, if not millions, of other beings, and possesses the vast
resources which even Rogue Traders would envy. Even those exiled from the Dark City, such as Salaine
Morn, are still potent and wealthy individuals. No such being is limited merely to the items listed
within his or her entry. Such individuals are likely to have access any item deemed “mundane” by the
decadent Dark Eldar nobility.
After reaching Rank 3 (Archon, Succubus, Haemonculi, Patriarch) Players achieve fame and status
of very influental and rich person. After that in Requisition test Player can add modifier for scale. And
must change rules to Opposed Commerce for each degree the Player beats his opponent, he may increase
his Influence by 2 points. For each degree his opponent beats him, however, he must decrease his Influence
by 2. Both increases and decreases to Influence only apply to a single Acquisition Test made
immediately with that trader.

Scale Modifier Example


Negligible (+ 30) Single man
Trivial (+ 20) Squad (3-5)
Minor (+ 10) Platoon (10-30)
Standard (+ 0) Company (50-100)
Major -10 Regiment (500-1000)
Significant -20 Division (2000-5000)
Vast -30 Army (+10000)

The overall quality of a device is expressed in terms of its craftsmanship. All equipment has
a craftsmanship value, classified by Poor, Common, Good, or Best craftsmanship, with Common being

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Created in Master PDF Editor - Demo Version

the default unless otherwise indicated. This value expresses the care taken when the piece of equipment
was created, but also covers how well it has been maintained. A device that might have been of Good
craftsmanship when it was created could degrade to Poor after years of abuse and neglect. Players must also
consider craftsmanship when acquiring an item through Requisition. The calculation for an item’s
Availability assumes that it is of Common craftsmanship. If the character is willing to settle for Poor
craftsmanship or desires a higher quality item, the Requisition test must reflect this variation.

Quality Modifier
Poor +10
Common 0
Good -20
Best -30

Ranged Weapon Craftsmanship


Poor: Shoddy and dangerous to use, this weapon has the Unreliable quality. If the weapon already has this
quality, then it jams on any failed hit roll.
Good: This weapon is constructed well and loses the Unreliable quality. If it does not have the
Unreliable quality, it gains the Reliable quality. If it already has this quality, there is no further effect
beyond the obvious fine workmanship of the weapon.
Best: As fine a piece of craftsmanship as can be found, this weapon gains all the benefits of Good
craftsmanship, but also never jams or overheats.

Melee Weapon Craftsmanship


Poor: Lax craftsmanship or poorly balanced work means this weapon inflicts a –10 penalty to all
Weapon Skill tests made with it.
Good: An eye towards balance and design means this weapon grants a +5 bonus to all Weapon Skill
tests made with it.
Best: Superior materials and superb design means this weapon grants a +10 bonus to all Weapon Skill tests
made with it, and increases the damage it deals by +1.

Armour Craftsmanship
Poor: Badly fitted, designed, or damaged, Poor armour is difficult to wear. It's AP lowers by 1 point
Good: Well constructed and better fitting, this armour is easier to wear. Against the first attack in any
Round, the armour increases its AP by 1.
Best: Finely wrought and perfectly fitted, Best armour is like donning a second skin. Its AP it provides
to each covered location is increased by 1.

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DARK ELDAR WEAPONRY

MELEE

Name Class Range Damage Pen Special Weight Availability


Low-Tech
Weapons
Hellglaive Melee 1d10+5 R 3 Razor-sharp, 4 kg Scarce
Two-handed
Hydra Melee 1d10+2 R 2 Tearing, 2 kg Rare
Hauntlets Threshing
Razor-flail Melee 3m 1d10+6 R 2 Razor-sharp, 3 kg Rare
Flexible
Impaler Melee 1d10+5 R 2 Toxic 2 3 kg Scarce
Wych knife Melee 1d10 R 3 Razor-sharp 1 kg Common
Scissor hand Melee 1d10+2 R 2 Tearing, 1 kg Rare
Toxic 4,
Felling 4,
Special
“Poisoned Melee 1d10+3 R 3 Razor-Sharp 1 kg Extremely
Lotus” Toxic 4 Rare
Felling 2
Venom Blade Melee 1d10+6 R 2 Balanced, 1,5 kg Extremely
Toxic 4, Rare
Felling 2
Shardnet Melee 5m 1d10+5 R 0 Snare 2, 2 kg Scarce
Crippling 4
Power
Electrocorrosi Melee 3m 1d10+4 E 8 Flexible, 1,5 kg Rare
ve whip Shocking,
Special
Archite Melee 2m 1d10+7 E 10 Power Field, 4 kg Near
Glaive (2 Tearing Unique
hand)
Archite Melee 1d10+5 E 8 Power Field
Glaive (1
hand)
Power Sword Melee 1d10+5 E 4 Power Field 1,5kg Rare
Balanced
Agoniser Melee 3m 1d10+3 E 6 Power Field, 1,6kg Very Rare
Shocking,

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Tearing,
Flexible
Agoniser Melee 1d10+5 E 7 Power Field, 2,5kg Very Rare
Talons Tearing,
Shocking
“Djinn Melee 1d10+6 E 6 Power Field, 2 kg Near
Blade” Balanced, Unique
Special
Husk Blade Melee 1d10+6 E 7 Power Field, 2 kg Unique
Balanced,
Felling 4,
*Instant
Death
Klaive Melee 1d10+10 8 Power Field 6 kg Extremely
E Rare
Demiklaive 1d10+6 E 8 Power Field, 4 kg Near
Balanced, Unique
Linked
Linked Melee 1d10+14 8 Power Field,
Demiklaives E Unwieldy
Exotic
Mindphase Melee 1d10 I 0 Mindphase 2 kg Very Rare
Gauntlet
Flesh Melee 1d10+3 R 2 Toxic 2, 4 kg Extremely
Gauntlent Unbalanced, Rare
Special
Felling 4

Hellglaive - Hellglaives are designed to be used as two-handed weapons with a pair of striking ends.
As such, a character wielding a hellglaive in two hands always counts as being armed with a pair of weapons
with its profile (one in each hand) and follows all of the rules for Two-Weapon Fighting. A hellglaive’s
utility to a skyboard rider grants the wielder a +10 bonus to Operate (Aeronautica) Tests.

Hydra Gauntlets - A weapon with the Threshing Quality doubles the amount of hits inflicted on the
target.

Venom Blade - This weapon is a common sign of wealth and power amongst the Dark Eldar aristocracy.
Each venomblade has thousands of microscopic pores that continually exude a distilled cocktail of
hypertoxins. The slightest scratch from a venomblade is sufficient to fell even the mightiest of foes. Best
Craftsmanship version of this after adding a bonus from best craftsmanship weapon gains +2 to it’s
penetration and increase Toxic and Felling quality by 2 and will be destroyed from weapons with
Power Field quality only on +75.

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“Djinn Blade” - Forged from an unknown alloy that retains a perfect mirror sheen, the Djin Blade reflects
an idealised reflection of whoever looks at it; an image of themselves that exudes power, beauty, wisdom –
whatever they most desire. Any who takes up the Djin Blade will fall under its spell, guarding it jealously
and listening to its whispers day and night. Though the blade lends its wielder incredible prowess, it will
feed off their essence until it deems them drained and turns upon them. On that day the wielder’s reflection
shifts into something malefic, the true face of the Djin leering out at them in their last moments before it
turns their heart to ash and their soul to drifting cinders. When Player wants to fight with that blade,
he gains Unnatural Weapon Skill 4 trait and Blademaster talent if he does not possess this talent.
But if user fails any of his Weapon Skill tests including Parry and Counter-Attack he gains 1d5
Corruption points and suffer 1d5 damage ignoring armor and toughness because the sword devours
his soul.

Husk Blade - Any living creature that suffers one or more Wounds from a Husk Blade, after reductions
from any Armour and Toughness Bonus, also suffers 2d10+5 Toughness Damage. Any living creature that
suffers Critical Damage from a husk blade is immediately slain, turning to dust almost instantly, its flesh
outlived by the echoes of its dying scream.

Scissorhand – If target injured by this, target must pass a Toughness test at -5 per point of damage suffered.
Failure causes Stunning and Fatigue.

Electrocorrosive whip - Any creature that suffers one or more Damage from an electrocorrosive
whip, after reduction from Armour and Toughness Bonus, also suffers 1d10 Strength Damage.

“Poisoned Lotus” – This legendary Wych knifes made of extremely durable metals contain a channel with
a poison that opens when the blade penetrates the victim. That quality made this weapon extremely
popular within high-ranking wyches and even succubus. This weapon always counts as Best
craftsmanship.

Flesh gauntlet - Any creature that fails the Toughness Test caused by a flesh gauntlet’s Toxic
Quality suffers 2d10+5 Rending Damage that ignores Armour and Toughness Bonus, instead of the
normal 1d10 Energy Damage, as its body rapidly expands and tears itself apart. As it is specially
engineered to deliver its particular lethal concoction, a flesh gauntlet may never be loaded with a new toxin,
as discussed in The Toxic Spectrum on page 117. Finally, after causing a Toughness Test with its special
Toxic Quality, a flesh gauntlet must be re-calibrated to churn out more of its vile brew; once it has been
depleted, it loses the Toxic Quality until its wielder spends a Half Action to make a successful Ordinary
(+10) Chem-Use or Tech-Use Test.

Mindphase gauntlet - A creature struck by a mindphase gauntlet must immediately make a Challenging
(+0) Strength Test and a Challenging (+0) Willpower Test. If it fails either Test, the creature is Stunned
for 1 Round and gains a level of Fatigue for every Degree of Failure. If it fails both Tests, add together the
Degrees of Failure from both Tests to determine how many levels of Fatigue the creature gains.

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Klaive - is a Dark Eldar weapon favored by elite Incubi over any other. Every Klaive is a masterpiece of a
weapon. They are perfectly balanced and in the right hands they are also extreme instruments of death.
Klaives are also power weapons on their own and because of that can even cleave through Space
Marine power armour. Only to Incubus. Other users gains a penalty -20 through unfamiliarity to this
weapon.

Demiklaive - Incubi traditionally wield great two-handed swords called klaives, which they see as the
pinnacle of weaponry. Only the greatest among them, warriors who bear the rank of Klaivex, wield the
deadly weapons known as demiklaives, paired versions of the klaive that can be joined together into a
massive and devastating greatsword. Best craftsmanship linked demiklaive are Unbalanced instead of
Unwieldy. Only to Klaivex. Other users gains a penalty -20 through unfamiliarity to this weapon.
Linking demiklaives into linked demiklaive requires Half Action.

RANGE

Name Class Range RoF Damage Pen Clip Reload Special Wt. Availability
Splinter
Weapons
Splinter Rifle Basic 80 m S/3/5 1d10+2 I 3 180 2 Full Toxic 2 2 kg Scarce
Splinter Heavy 110 m -/-/10 1d10+5 I 4 300 3 Full Tearing, 5 kg Rare
Cannon Toxic 4
Splinter Pistol Pistol 30 m S/3/- 1d10+2 I 3 120 2 Full Toxic 1 1,5 Scarce
kg
Shard carbine Basic 60 m S/3/5 1d10+2 I 3 150 2 Full Toxic 1, 3 kg Rare
Storm
Stinger Pod Heavy 40 m S/2 1d10+4 I 2 50 2 Full Toxic 1, 10 Rare
Blast 3 kg
Darklight
Weaponry
Blast Pistol Pistol 20 m S/-/- 2d10+7 E 4 6 3 Full Lance 2 kg Very Rare
Blaster Basic 60 m S/-/- 2d10+10 4 18 3 Full Lance 4 kg Very Rare
E
Dark lance Heavy 140 m S/-/- 2d10+14 5 36 4 Full Lance 16 Very Rare
E kg
“Dark Sun” Basic 160 m S/-/- 2d10+17 6 25 4 Full Accurate, 8 kg Unique
E Lance
Heat Lance Basic 75 m S/-/- 2d10+7 E 4 10 2 Full Lance, 5 kg Very Rare
Melta
Exotic
Kabbalite
Weaponry

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Created in Master PDF Editor - Demo Version

Shredder Basic 60 m S/-/- 2d10+5 2 12 2 Full Reliable, 3 kg Rare


R Blast 3,
Tearing
Desintegrator Heavy 140 m -/5/10 2d10+6 E 9 30 4 Full 30 Extremely
Cannon kg Rare
Haywire Blaster Basic 60 m S/-/- 1d10+6 E 4 40 3 Full Haywire 4 kg Extremely
1, Rare
Shocking
Stinger Pistol Pistol 20 m S/2/- 1d10+2 3 6 2 Full Toxic 1 kg Extremely
R 2d5, Rare
Felling 4,
Razor
Sharp
“Parasite Kiss” Pistol 30 m s/3/- 1d10+3 3 10 2 Full Toxic 1 kg Unique
2d5,
Felling 4,
Razor
Sharp
Hexrifle Basic 180 m S/-/- 1d10+1 E 2 1 3 Full Accurate, 5 kg Unique
Felling 6,
Special
Liquifier Gun Basic 20 m S/-/- 1d10+2 E 2d5 6 2 Full Spray, 5 kg Very Rare
Toxic 1,
Corrosive
Bloodstone Basic 10 m S 1d10+3 E 7 - - Spray, 1 kg Near
Flame Unique
Grenade
Plasma Grenade Thrown 3xSB 1d10+8 E 8 Blast 4, 1,5 Common
Shocking kg
Terrofex Grenade Thrown 3xSB Blast 4 1 kg Rare
Toxic 2,
Fear 2

“Dark Sun” – It’s a Custom Dark Lance. This is a piece of art and peak of development of dark eldar
weapon technologies. Constructed by a genius armorer Alaktel Sevann Archon of Kabal of Nightmare
Wings. It’s lightweight construction are similar to the grav plating on voidships, but instead act to lighten
loads. Its construction and advanced optics allows you to use it as a sniper weapon of incredible power.
This weapon counts as equipped with Omni-scope and Suspensors (already included in profile).

Splinter Cannon - Large yet still relatively lightweight, splinter cannons can puncture personal armour
to ensure their payload of venomous ammunition tortures flesh, to the delight of their users. This weapon
grants the firer the Auto-Stabilised trait when in use.

Splinter Rifle - These rifles are the mainstay weapon for the dark xenos in slave raids and piratical raids.
Often the only signs of assaults from such users are the remnants of the bloodsoaked splinter-crystals
littering now-empty settlements or colonies. Many splinter rifles have cruel bladed or spiked metal

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attachments, and as such, each counts as a spear with the Mono weapon modification when used in
melee combat.

Parasite Kiss - Thought to be the finest splinter pistol ever crafted, this weapon spits out crystalline darts
bound with psycho-vampire circuitry. Upon biting into flesh, the target’s very soul is leeched, one gasp of
pain at a time, and transferred back to the gun’s wielder. As the luckless victim withers and shrivels like
rotten fruit, their murderer flushes with vigor and youth, reveling in their stolen life energies while their
foe crumbles away to dust on the breeze. When target suffers damage from Parasite Kiss the firer gains
1d5 Pain Tokens regardless of distance he fires and recovers 1d5 Wounds lost previously in battle.
This weapon counts always as Best Craftsmanship.

Hexrifle - Thousands of years ago, the Dark City found itself host to a plague of a quite unusual nature.
While the plague itself has long since been stopped, samples of the disease still exist in phials within the
laboratories of Haemonculi, to employ as a weapon against their enemies. Each hexrifle is unique, created
for an individual Haemonculus to deliver this potent and exotic plague in battle, but all function in
essentially the same way. Crystalline cylinders containing the tiniest quantity of the disease are fired from
the rifles, shattering upon impact and exposing the target to the plague. For all but the hardiest of victims,
this momentary exposure is sufficient for the plague to begin its vile work, turning flesh and bone
into glass and leaving a transparent, flawless statue where once was a living creature.
Any living creature (but not daemons or machines) that suffers one or more Wounds from a
hexrifle after reductions for any Armour and Toughness Bonus must immediately pass a Hard (–20)
Toughness Test or immediately lose the affected body part as it is transformed into glass, suffering all the
usual effects of a lost limb (including death if the affected body part is his head or body). If the character
fails this Test by three or more Degrees of Failure, he is simply slain outright as his entire body succumbs
to the crystalline plague. A character who burns a Fate Point to survive such a demise crystallizes only
partially, and is rendered unconscious for 1d10+5 minutes as his body miraculously fights off the disease.

Bloodstone - After besting a more experienced Incubus, the aspirant must seek out an equally deadly foe:
an Aspect Warrior of the Craftworld Eldar. After hunting this foe, using every trick that he has mastered,
the Incubus must vanquish his target utterly, defeating him in a duel and smashing his soulstone, that he
may take the shattered spirit of his foe and defile the gem that contains it into a deadly psychic weapon.
Available only to Klaivex.

PERSONAL ARMOR OF THE DARK ELDAR.

Name Locations Armor Points Field Rating Weight Availability


Covered
Armor
Kabalite Armor All 4 5 kg Average
Xenohide Tunic Body 3 1 kg Plentiful

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Xenohide Cloak All 2 3 kg Common


Wychsuit All 2 0,5 kg Common
Succubi Armor All 4 1,5 kg Extremely Rare
Ghostplate Armor All 6 20 ov on 1 3 kg Rare
Incubus Armor All 8 8 kg Extremely Rare
Executioner’s All 10 8 kg Unique
Armour
Clone Field 0,5 kg Near Unique
Shadow Field 80 ov on +81 0,5 kg Near Unique

Kabalite Armor - These suits of segmented plates are commonly worn by Kabalite Warriors of all kinds,
from the half-born murderers who have dragged themselves up from the depths of Commorragh to
the sneering Trueborn in their palatial spires. Each suit of armour is held in place by a variety of barbs and
hooks that dig deep into the wearer’s flesh and play against his nerve bundles. His senses heightened by his
own pain, the simple act of donning this armour prepares him for battle. Any individual not accustomed
to wearing such armour must make a Challenging (+0) Toughness or Willpower Test when donning it
to avoid gaining a level of Fatigue and frequently expressing displeasure at the tearing barbs through
curses, complaints, or whimpers.

Xenohide Clothing - Crafted from the flayed hides of arena beasts or slaves (living or dead), these
garments are common clothing amongst the Dark Eldar of the Nexus of Shadows. The toughened nature
of the material helps ward off would-be murderers and other common hazards of the Bonespires and the
Shadow Arteries alike.

Wychsuits - and similar garments are little more than flexible bodysuits, adorned in an eclectic manner
with armoured plates and reinforced panels. Those worn by Wyches often provide protection only to the
side of their bodies that they habitually turn towards the enemy, while Hellions commonly wear
armoured collars and vambraces, and many Reavers favour masked cowls and heavily padded shoulders.
Regardless, it is difficult to strike a Dark Eldar warrior past even the tiny amounts of armour that these
suits provide.

Succubi Armor - The main difference from normal wychsuit is, besides quality, its appearance. They look
like a work of artisan art in first place and only then as an armor. Precious metals, plates of rare protective
materials like scale from Hive Tyrant or ceramite plates taken from her most worthy opponent among the
Space Marines. Protection always are diluted with elements like claws, spurs on elbows and sharpened high
heels. The most important function of such armor has always been to emphasize the beauty of its owner.
These types of armor are always count as Best Craftsmanship quality. Succubus in this armor is
always counts as equipped with two Best Craftsmanship Wych Knives or her Unarmed Attacks have
this profile. This reflects that in her armor there is always something sharp than you can hit
someone, spurs, claws and even high heels it could be anything.

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Ghostplate Armor - Constructed of strange resinous materials and shot through with pockets of lighter-
than-air gases, each suit of ghost plate armour provides considerable protection while weighing far less than
any comparable panoply. The expense of a single suit of ghostplate is such that only the wealthiest and
most influential Dark Eldar can obtain it. Each suit is further reinforced by a force field. Ghostplate has
a field with a Protection Rating of 20, but overloads only on roll of 1. Best craftsmanship ghostplate
armor provides a field with a Protection Rating of 25 without overload.

Incubus Armor - All Incubi wear close-fitting suits of ritual battle armour that can turn aside all but the
most well placed blows. This armor provides protection comparable to armor of Adeptus Astartes but
much lighter in weight.

Executioner’s Armor - This ceremonial suit of armour is a masterwork of Eldar craftsmanship thought
to have been made in an age before the Fall.

Clone Field - Clone fields project a series of perfect holographic duplicates in order to confuse and distract
opponents. Each duplicate moves in perfect synchrony, shifting and moving as enemy blades and bullets
pass harmlessly through. The wearer of an active clone field doubles his degrees of success on successful
Dodge tests. Once per round, a character wearing an active clone field may re-roll a failed Dodge test.
Finally, a character wearing an active clone field gains one extra reaction each round that he can only use
to perform the Evasion reaction.

Shadow Field - A shadow field is an arcane Dark Eldar device that creates a defence that is virtually
impossible to pierce. Projecting a dark miasma of energy around the wearer, the field is proof against almost
any attack, and the warrior within cannot be easily targeted. However, should one manage to penetrate
this miasmic aura, the field’s instability causes it to collapse almost immediately. A shadow field is a force
field with a Protection Rating of 80. However, should any roll against that Protection Rating be higher
than the Protection Rating, the field immediately fails and does not provide any further protection until
repaired. Repairing the field requires delicate calibrations, and it cannot be used again until the user
or another character spends at least an hour working on it and succeeds at a Very Hard (–30) Tech-Use
Test outside of combat. Best craftsmanship Shadow field’s has spare energy cells allowing the user to
ignore the first three overloads.

C OMBAT DRUGS

The Haemonculi of Commorragh never cease in their search for new and dreadful concoctions
that push the limits of flesh and sanity alike. Many elite Dark Eldar carry these combat drugs into battle,
increasing their already inhuman abilities to terrifying heights. If a Dark Eldar uses any of the combat
drugs listed below while under the effects of a previous dose (or anyone else attempts to imbibe these or
any other drug tailored for Dark Eldar physiology), he must make a Hard (–20) Toughness test. If he fails,
the drug has no effect and he suffers 1d10 Energy damage ignoring armour and Toughness bonus, and

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gains 1d5 Corruption points. These drugs have an Availability of Extremely Rare to any outside of the
Dark Eldar, and have a duration of effect of 2d5 rounds. To Dark Eldar Availability are Very Rare.

Blood Rage
A Dark Eldar who imbibes this drug gains the Unnatural Strength (1d5) and Brutal Charge (5) traits.

Speed of Thought
A Dark Eldar who imbibes this drug counts as rolling a 10 on all Initiative rolls and increases the value of
his Unnatural Agility trait by 1d5.

Enhanced Metabolism
A Dark Eldar who imbibes this drug gains the Regeneration (4) and Undying traits.

Eternal Hatred
A Dark Eldar who imbibes this drug grants his melee attacks the Vengeful (7) quality.

Slaughterer’s Contempt
A Dark Eldar who imbibes this drug gains the Unnatural Weapon Skill (2) Trait. Whenever this character
inflicts Critical Damage, increase the value of that Trait by 1 (to a maximum of 10). These effects last until
the end of the encounter.

POISONS

The Dark Eldar are experts in the many applications of poisons and toxins. Entire districts
of Commorragh are given over to the manufacture of substances that can kill in countless thousands of
different ways, and many an aristocrat’s court contains a master poisoner whose gifts can transform
the merely agonising into the unrelentingly lethal. Many weapons employed by the Dark Eldar exude, are
impregnated with, or otherwise employ potent hypertoxins, and most warriors have their own favourite
cocktail of poisons. The toxic spectrum is something that all Dark Eldar appreciate with an artist’s insight,
and personal aesthetics are as important as effect when it comes to poisoning a rival, enemy or prey-
beast. The following section provides a number of common poisons employed by the Dark Eldar. Any
of these poisons may be employed as alternative ammunition on any weapon with the Toxic Quality,
replacing the effects of the Toxic Quality temporarily. Alternatively, they may be employed using
whatever other poison delivery methods a character can think of—the Dark Eldar are nothing if not
creative in their application of toxins.

ESSENCE OF PERFECT VITRIOL


Availability: Scarce
Perfect Vitriol is the universal solvent, a corrosive agent capable of dissolving absolutely everything. Created
by the Stryxis for reasons they refuse to explain and traded to the denizens of

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Created in Master PDF Editor - Demo Version

the Nexus of Shadows for use in their arenas and shadowy plots, no substance is proof against this liquid’s
fury, and it must be stored in magnetic suspension because no material container exists that can hold
it. Not to be stymied in their quest to weaponise everything in their grasp, the Dark Eldar of the Nexus of
Shadows cleverly use fields and other exotic distribution systems to imbue their blades and projectiles with
the vapours produced by this substance without degrading their own equipment too quickly for it to
be of use.
A failed Toughness Test to resist Essence of Perfect Vitriol inflicts 1d10 Strength Damage, with a bonus
of +1 Damage for each Degree of Failure on the Toughness Test.

FINAL BREATH
Availability: Rare
A targeted paralytic agent that is derived from a plant native to Burnscour and brought to the Nexus of
Shadows accidentally along with several beasts for the pits, Final Breath causes rapid respiratory shutdown,
swiftly making it impossible for the target to breathe. The Dark Eldar first discovered the effect of the
plant when a number of slaves tasked with cleaning the pen of a Clawed Fiend were discovered dying after
inhaling its deadly pollen. The Dark Eldar of the Nexus of Shadows were most impressed by the agonising
death that this humble plant had inflicted upon their slaves, and so they immediately set about finding a
way to turn the plant’s toxic pollen into a weapon.
A failed Toughness Test to resist Final Breath causes the target to immediately begin suffocating,
as per the rules on page 244 of the Dark Heresy 2.0 Core Rulebook. Unless the target is aware of the poison in
advance and knows to take a deep breath before its effects kick in, he counts his Toughness Bonus as half
(rounding up) its normal value for determining how long he may hold his breath. The toxin remains in effect
for 1d10+15 minutes or until the victim is treated, such as with De-Tox (see page 171 of the Dark Heresy 2.0
Core Rulebook).

HEARTFIRE
Availability: Very Rare
Heartfire is a substance produced by the razor-spined fungi that inhabit certain parts of the Gaelan Sphere,
and is found in the greatest concentrations in those specimens that have made their home in the shafts that
house the coolant for many of the sphere’s mysterious processes. Apparently a defence mechanism
against predators, this poison coats the spines and self-replicates within a victim’s body, polluting his blood
with a kinetically unstable chemical that may ignite at any moment. Vigourous motion is often sufficient
to set the poisoned blood off, consuming the victim with a fire within his own veins and arteries, burning
up the oxygen in his blood.
A failed Toughness Test to resist Heartfire has a lingering effect. Without extensive medical treatment,
such as dialysis or some other means of cleansing or replacing the blood, the character is subject to this effect until
death. Every time the character takes Impact or Explosive Damage, and every time the character runs, falls or is
knocked prone, he must pass a Difficult (–10) Toughness Test or immediately suffers 1d10 Energy Damage
that is not reduced by Armour or Toughness Bonus to the body (the fire is concentrated in the chest, near the
heart and lungs).

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Created in Master PDF Editor - Demo Version

LIQUID AGONY
Availability: Scarce
Popular amongst nobles of the Kabal of the Splintered Talon involved in realspace raids against
particularly valuable targets and those fighting rivals at home alike, Liquid Agony is a potent neurotoxin
that amplifies nerve conductivity to extreme levels, turning even the weight of clothing and the caress of
the air into torturous sensations. Liquid Agony is based upon the viscous bodily fluids of the
Sandsnapper of Vaporious, a rare, segmented serpent that inhabits the deep deserts. Some within the
depths of the Nexus of Shadows imbibe tiny quantities of Liquid Agony to heighten the impact of
sensations, but overdoses are all too common and leave the wretched beings in a state of perpetual agony
just long enough for a hungry soul to find the source of the screams and drink deep of the self-inflicted
pain.
A failed Toughness Test to resist Liquid Agony causes the target to be Stunned for a number of
Rounds equal to his own Perception Bonus. Liquid Agony has no effect on targets that are already Stunned.

NIGHTMARE PHILTRE
Availability: Very Rare
This toxin creates terror in its victims, nothing more or less. Though the exact composition of this poison
is a jealously guarded secret of The Sutured Helix, dark whispers tell of how Salaine Morn commissioned
Drecarus to create it shortly after her forces slew a Rak’Gol raiding party that had simultaneously attacked
the human settlement she was in the midst of pillaging. It is said that she brought one of the creatures’
corpses back to the Haemonculus as a gift to entice his services, and he repaid her with this serum of hell-
dreams some days later. By chemically influencing the “fight or flight” reaction, and then triggering it, an
overwhelming sense of panic and dread afflicts the victim, without obvious cause or reason—something
that is arguably more terrifying than being afraid of anything specific. In many cases, the horrified psyche
actually tries to invent some fearful apparition to justify the terror, a feat of self-delusion that only
serves to act as a beautiful accompaniment to the Dark Eldar feeding upon this unreasoning panic. Hard-
won experience has taught the Dark Eldar that this particular poison does not have an effect on all of their
foes—even the most concentrated dose does not influence a Space Marine in any way, and it seems to
merely enrage Orks.
A failed Toughness Test to resist Nightmare Philtre is treated as a failed Fear Test with the same
number of Degrees of Failure. As a result, the target must immediately roll on Table 10–4: The Shock Table on
page 288 of the Dark Heresy 2.0 Core Rulebook. Creatures immune to Fear or that follow different rules for
Fear are unaffected by this poison. Additionally, when an Ork is affected by a Nightmare Philtre, the drug
always triggers the “fight” side of the reaction, causing the victim to automatically enter a Frenzy upon
a failed Toughness Test instead of having its usual effect.

SANGUINE EXODUS
Availability: Common
This toxin causes the victim to begin exsanguinating rapidly, his blood pouring from every wound as if
seeking to escape from his body. Sanguine Exodus in part on the saliva of the Culamia Bloodsucker that
is all too common on the world of Burnscour and certain other Death Worlds in the Koronus Expanse,

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and has become popular amongst the Wyches of the Withered Blade Cult, as it allows them to kill with
even greater elegance and conservation of motion. A failed Toughness Test to resist Sanguine Exodus causes
the target to immediately suffer from Blood Loss.

VITAE REBELLION
Availability: Extremely Rare
A cruel and savage toxin, Vitae Rebellion is a genetic serum of incredible potency created in the
laboratories of The Sutured Helix and sold to Dark Eldar nobles on the Nexus of Shadows who
desire a certain explosive flair to their kills. Vitae Rebellion aggressively transforms the biochemistry
of its victims, transmogrifying critical fluids into chemicals and compounds that react violently with
one another. The end result is gruesome and spectacular, as the victim detonates in a shower of mutated
gore.
A failed Toughness Test to resist Vitae Rebellion causes the target to suffer 2d10 Explosive Damage that
ignores Armour but is reduced by the target’s Toughness Bonus as normal.

EXPLOSIONE AT MORTE
Availability: Near Unique
A more advanced variant of Vitae Rebellion that causes victim of that poison literally to explode from
uncontrollable chemical reactions in his body.
A failed Toughness Test to resist EXPLOSIONE AT MORTE causes the target to suffer 2d10 Explosive
Damage that ignores Armour and Toughness Bonus and force target to pass a Hard (-20) Toughness test or suffer
1d5 Critical Explosive damage to a random location. If target fails Toughness test by 4 or more degrees target
suffer 4+1d5 Critical Explosive damage to a random location.

YOU ARE ALREADY DEAD …

The Dark Eldar love to draw out the kill, and their master poisoners often brew their finest toxins to this
end. After all, why should a prey-beast have the right to die before the Dark Eldar allow its suffering
to end? Many Dark Eldar also like to taunt their prey for longer than the poisons might normally allow.
Timing is everything in a perfect kill, and it is considered a master’s mark to be able to deliver a final,
cutting insult that exactly fills a victim’s last seconds before a poison wreaks its terrible work. Any Dark
Eldar poison of Good Craftsmanship may be concocted to have a delayed effect if the buyer so chooses.
Toxins with a delayed effect behave as normal, but they do not cause their Damage and other
deleterious effects until one Round after the target fails its Toughness Test. Best Craftsmanship toxins
are the same, except the maker can delay the effect for any amount of time up to 24 hours (chosen upon
creation or acquisition of the poison) after the target fails its Toughness Test.

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G EAR AND EQUIPMENT OF DARK ELDAR

Name Weight Availability


Eldar Medkit 2 kg Common
Eldar Medkit (Adv) 3 kg Rare
Eldar Datapad 1,5 kg Common
Diagnostor 3 kg Rare
Chameleoline Cloak 0,5 kg Rare
Clip/Drop Harness 2 kg Common
Comm Leech 1 kg Very Rare
Disguise Kit 2 kg Rare
Demolition Charge Scarce
Shadow Spectre Gravpack 5 kg Extremely Rare
Signal Jammer 2 kg Rare
Hellion Skyboard 10 kg Scarce
Swooping Hawk Wings 4 kg Near Unique
Eldar Scanner 3 kg Rare
Flip Belt 2 kg Extremely Rare
Excruciator Kit 3 kg Rare
Magnoculars 4 kg Rare
Melta bomb 5 kg Very Rare
Micro-bead 0,5 kg Average
Webway Portal 3 kg Near Unique
Void Gear 10 kg Very Rare

Vox Caster 2 kg Scarce

Eldar Medkit
A series of intricate crafted by Dark Eldar instruments and first aid supplies designed to aid those trained
in the arts of healing. This grants a +20 to Medicae skill tests for those trained in the skill.

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Eldar Medkit (Advanced)


A series of intricate fine worksmanship instruments and first aid supplies. Produced by Haemonculi to aid
Eldar troops on the field, this item grants a +20 bonus to Medicae skill Tests and can be used even if user
does not have the skill.
Eldar Datapad
These devices are common across the Eldar, and are the primary means of storing and reading printed
text and other forms of data such as pict or audio recordings. Well-crafted datapad have abilities of full
powered cogitator also re-record new information, or transmit and receive data from other devices.
Diagnostor
The diagnostor is a sophisticated medical device used among high ranking planetary officials and
other powerful individuals. It can detect and diagnose almost every ailment known to the Dark Eldar, and
can be incorporated into medical kits. Dark Eldar who are often away from proper medical assistance feel
that such devices are essential on their voyages. A Diagnostor provides +20 to Medicae or Perception
Tests to determine an ailment. Any success indicates the proper medical countermeasures.
Demolition Charges
A demolition charge is a simple explosive device, commonly used for blowing open doors, breaching
bulkheads, and destroying infrastructure. The listed weight for a demolition charge represents 1kg of
explosives, though it is possible to rig charges together, thus increasing their destructive potential.
Explosives used by Dark Eldar are superior to explosives used by Imperial Guard. When a demolition
charge explodes, anything caught within its blast suffers 3d10 Explosive Damage plus 4 Damage for every
kilogram used. The blast radius is 5 meters for each kilogram used. For setting and defusing explosives, see
the Tech-Use Skill on (see page 117 of Dark Heresy 2.0 Core Rulebook).
Chameleoline Cloak
Chameleoline material is made up of mimic fibres that blend the coloration of the wearer into their
surroundings, and is the garb of choice for snipers. The wearer gains a +20 bonus to Stealth tests. If he
remains stationary during his turn, Ballistic Skill tests targeting him suffer a –30 penalty until the beginning
of his next turn.
Clip/Drop Harness
A simple (but robust) spooled safety line with a magnetic or hooked clasp at the end, these tools
attach to the user’s belt or shoulder straps. When deployed, they allow for relative safety in
rappelling down vertical surfaces or preventing falls from unsteady rooftops. A character using a clip
harness to descend a vertical surface gains a +30 bonus on tests to Climb and cannot fall if he fails.
Common quality harnesses can hold 150kg, while Good quality harnesses can support 200 kg.
Comm Leech
A very usefull device, these tap into vox signals or data transmissions. After making a successful Tech-Use
test (with the GM setting the difficulty based on the situation and signal), the user can use it to receive a
signal or transmission within 1km for a number of minutes equal to his degrees of success. If the character
fails by a number of degrees of failure greater than his Intelligence bonus, the sender and receiver of the
signal become aware that someone is attempting to tap in.

Disguise Kit

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Acolytes often conceal their true identity as part of their investigation, either to create new personas
or impersonate others.
These kits contain the following:
• Basic makeup: Grants a +10 bonus to Deceive tests made to visually disguise the character.
• Prosthetic appliances: Allow the character to impersonate individuals with different facial structures.
• Skin dyes: Allow the character to impersonate individuals with different skin colours.
• Vocal augmenter: Grants a +10 bonus to Deceive tests made to impersonate another voice.
• Retina lenses: Allow the character to impersonate individuals with different eye colours.
All of the materials in this kit can be refilled to these quantities without the use of a Requisition test as
long as the character is in a location they would be available.
Signal Jammer
As the name suggests, this device acts to overpower local vox, data, or other transmissions. Basic models
are overt and obvious, such that the transmitting agencies know they are being jammed. Best
Craftsmanship versions emit precisely-tuned frequencies that dampen out transmissions without anyone
detecting the action.
Shadow Spectre Gravpack
A Jetpack utilized by the Shadow Spectre Aspect Warriors. This Jetpack confers the flyer (12) trait on the
wearer, and requires the Operate (Aeronautica) skill to use. A standard jump pack allows for a safe, guided
fall from any height and, with a thruster boost, make an unlimited series of short jumps (landing at the
end of each Round’s movement). Alternatively, the pack can duplicate the Flyer (12) trait for up to a
minute at a time. A jump pack’s power supply will last for about an hour of strenuous operation before
requiring replacement.
Swooping Hawk Wings
These allow the Swooping Hawk to glide safely down from any height and make an unlimited number of
short jumps, doubling his Base Movement in any direction and ignoring all intervening terrain and
obstacles. The Swooping Hawk must normally land at the end of his turn, but may use maximum power
to gain the Flyer (12) Trait for up to five minutes before the wings require a minute to recharge. Swooping
Hawk Wings require the Operate (Aeronautica) Skill to use.
Eldar Scanner
These devices are used to detect energy emissions, motion, and biological life signs. A character using a
scanner gains a +20 bonus to Awareness Tests and may make a Tech-Use Test to spot things not normally
detectable to human senses alone, such as invisible gases, nearby bio-signs, or ambient radiation. The
standard range for a scanner is 50m, though walls more than 50cm thick and certain shielding materials
can block the scanner. Good craftsmanship models increase the bonus to +30
Flip Belt
The flip belt, or «geirgilath», allows the user to manipulate gravity, moving with astounding grace.
The user ignores penalties for Difficult Terrain and can re-roll any failed Dodge test (but cannot re-
roll a failed re-roll, per page 22 of the Dark Heresy Core Rulebook) In addition, a character wearing a flip
belt ignores the penalties for firing a heavy weapon without bracing.
Excruciator Kit

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While all such kits are used in the gathering of information from the unwilling and unrepentant, each is
as unique as its user. Most contain a wide range of blades, needles, chemicals, drugs, barbed hooks, neural
probes, thermal prods, and other essential tools needed to extract the truth. Employing an excruciator kit
grants the user a +20 bonus to Interrogation tests. Varies by quality.
Hellion Skyboard
These single-pilot anti-gravity craft are prized by Hellions as symbols of independence. Each one
is heavily personalised, and many have been won in fights or claimed as the spoils of war. Skyboards
are sensitive to the slightest pressure, and react to the tiniest of movements on the part of the rider,
requiring exceptional skill and reflexes to control effectively. A character riding a skyboard counts as having
the Flyer (15) Trait, and gains +2 AP to all locations from the board’s armoured surfaces and its
unpredictable movements. Due to the necessity of absolute control over the board, a character riding
a skyboard must make Operate (Aeronautica) Tests in place of Acrobatics or Dodge Tests whenever he
would make one of these. Finally, each skyboard is fitted with underslung splinter pods, with the following
profile: Skyboard-mounted splinter pods (Heavy; 50m; S/3/–; 1d10+2 R; Pen 3; Clip 500; Rld –; Storm,
Toxic).
Magnoculars
These powerful vision aids can magnify distant items into clear focus, helping ensure no heresy goes
unspotted. More advanced, high-quality magnoculars can also do such things as give range read-outs,
detect heat sources, calculate target location positioning, and take pict-captures of a view for later analysis.
Micro-bead
Also known as a bead-comm, these small devices are worn in the ear and allow for short-range
communications out to roughly 1 kilometer (depending on weather conditions and intervening terrain).
Each fits discreetly in the ear, with higher Craftsmanship models nearly undetectable in casual inspection.
Melta Bomb
The Melta Bomb is used by infantry in close combat, and is clamped directly onto vehicle hulls, or the
surface of enemy bunkers, or even onto monstrous creatures such as the largest Tyranid bioforms. They
are lethally effective against even heavily armoured units, as the intense directional blast of heat produced
by the Melta reaction can burn its way through an armoured hull in a matter of seconds. They are used by
being attached to walls, hulls or bulkheads and have an integral timer that can be set for one hour. Timer
may be activated by successful Demolitions test

Void Gear Upgrade


An upgrade that can be applied to any Eldar armour, providing full life support as well as long-ranged vox
and auspex and the Dark Sight trait. This also grants the user Flyer (12) in zero gravity and a +10 bonus
to Operate (Aeronautica) tests.
Vox Caster
A vox is a standard and reliable communication device used to transmit over long distances, including to
and from orbiting vessels. This allows communications with other who have vox-casters. Standard ranges
are 100 kilometers, though Best Craftsmanship versions have range of 400 km and can be a portable beacon
to the Webway Portal.
Webway Portal

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These are small, easily carried versions of the mighty webway portals used by the Dark Eldar to travel across vast
distances instantaneously. Appearing as jagged, rune-graven crystals, these devices are simply hurled into the air
where they hang impossibly, in defiance of gravity. With a crackle of dark energy they tear a rent in the skin of
reality, flaying open a route into the webway through which murderous Dark Eldar can pour.
(+0) Tech-use test to use then Navigate Webway +0 to find the way then (+0) Tech-use test to enter
realspace. Distance covered by the webway in space combat cannot exceed 4 VU per turn and the void
shields of the targeted vessel must be shut down.

РАСЧЕТ СТОИМОСТИ РАБОВ.

На Коммораге рабы довольно частый товар, но при этом основной товар Темных
Эльдар, чтобы примерно высчитать стоимость рабов на продажу рекомендую следующие
модификаторы. Берем за основу то, что рабы являются Plentiful (-30) товаром для продажи. Вы
можете модифицировать ценность товара путем применения шкалы размера.

Scale Modifier Example

Negligible -30 Single man

Trivial -20 Squad (3-5)

Minor -10 Platoon (10-30)

Standard 0 Company (50-100)

Major (+10) Regiment (500-1000)

Significant (+20) Division (2000-5000)

Vast (+30) Army (+10000)

Далее модифицировать стоимость вашего товара за счет его редкости и полезности.


Рабы с первобытных миров или простое население Империума без особых навыков являются
Poor Quality товаром и дают модификатор (-10). Экипажи Имперских кораблей с Crew Rating
Incompitent (20) и Competent (30), рабочие с миров Ульев, а также обычные бойзы орков
являются Common Quality товаром и дают модификатор (+0). Экипажи Имперских кораблей с
Crew Rating Crack (40) и Veteran (50), рабочие с мира Кузни, а также нобы орков являются Good
Quality товаром и дают модификатор (+10). Экипажи Имперских кораблей с Crew Rating Elite
(60), экипажи эльдарских кораблей, Адептус Астартес, а также Elite level персонажи являются
Best Quality товаром и дают модификатор (+30). Master level персонажи не являются Plentiful (-
30) товаром вместо этого они являются товаром уровня Very Rare (+20), броски за продажу
либо покупку такого раба должны совершаться отдельно за каждого раба. После выяснения
итогового модификатора кидается оппозитный тест Коммерции с покупателем Архонтом
другого Кабала, суккубой Культа Ведьм или с гомункулами Ковена. В качестве оплаты Игроки
не обязательно получат Influence они взамен могут получить какой-то товар, оружие, технику,

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Created in Master PDF Editor - Demo Version

услуги или же в самых редких случаях космические корабли или артефакты. В случаи если
Игрок выигрывает оппозитный тест на 1 успех он получает 1 Influence. На два и более успеха
он получает 1 Influence +1 за каждые две степени успеха. В случаи если игрок провалил тест, то
считается, что Игрок покрыл свои текущие расходы и не получает Influence. Тесты на
оппозитную Коммерцию в данном случаи не перебрасываются и не модифицируются за Очки
Судьбы. Эта же система работает и в обратном направлении, когда Игроки хотят купить себе
рабов.
ARTEFACTS OF DARK ELDAR

All artefacts of Dark Eldar are Near Unique or Unique items. To find a Haemonculi which
can sell to Player one of this Artefacts Player must pass an (-20) Inquiry test first. Then pass a
Requisition test as normal without any scale modifiers.

The Animus Vitae Availability: Near Unique


The Animus Vitae appears to be a smooth orb, until it is thrown at the feet of a victim and explodes into a
lashing tangle of barbed wires that wrap around its prey. Slowly and spitefully, the Animus Vitae begins to
constrict, cutting through armour, flesh and bone until its victim’s agonised cries become desperate, nerve-sawing
screams. All the while the foul weapon radiates this agony, saturating the battlefield with pain so that the bearer
and his kin can drink it in like a vintage draught.
Use like Thrown; SBx3m; S/–/–; 2d10+5 X; Pen Special; Clip 1; Reload –; Blast (4) dmg ignores target T
and AP blocks only by targets WP bonus. Then inflicts at least one wound at the target all allied Dark
Eldar gains 1d5 pain Tokens and regains 1d5 Wound. Target must make (+0) WP test or be stunned for
number of rounds equal to DoF.

The Archangel of Pain Availability: Unique


In the days before the Fall, the prophet Ynshimael sought to save himself by crafting a device to trap daemonic
entities. Ynshimael’s artifice was clever yet inadequate in the face of Slaanesh’s birth, and his soul was devoured
in seconds. Since those days, the device has been perverted by Ynshimael’s Commorrite successors, becoming the
metaphysical prison known as the Archangel of Pain. It is used to trap Daemons, binding them in a pit of barbed
nothingness that tears and tortures their empyric substance. When released, these entities flee back into the Warp,
their soul-rending psychic screams driving those that hear them irredeemably mad.
Full action to use against a target that have Demonic trait. The target must proceed (-30) Willpower if
fails suffers Demonic Instability and 2d10+ targets Degrees of Failure Energy damage which ignores target
T and AP.

The Armour of Misery Availability: Near Unique


Crafted by the artisan Kalmael using psychoempathic shards of poisoned wraithbone, this armour is the ultimate
expression of Commorite contempt. Its barbed plates provide its wearer with exceptional protection, but it is not
its durability that makes this armour so sought after – the armour emanates crippling waves of pure dread. Only
those with an iron will can withstand such mental torture – others slump tothe floor defeated, weapons falling
from trembling hands as they are overcome with fear.

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Created in Master PDF Editor - Demo Version

This is an armor with AP 8 and force field with rating 30 without overload. After first kill in combat
encounter user of this armor can spend a Fate Point to gain Fear 1 or increase Fear rating by 1 to a
maximum of 4.

“Ashblade” Availability: Unique


Homunculi believe that this sword has been preserved since the time when the Eldar Empire was great and
its power was undeniable. This sword keeps in itself now lost technology of the power field that is able to
break through any armor and turn any flesh into ashes. Absolutely black sword with glowing runes on it
and an unbearably bright edge flashing as a star when it strikes. The beauty and power of this sword are
legendary for the mere possession of this sword countless thousands souls were lost and the same number
of lives were taken away by the sword. This weapon counts as Best Craftsmanship Husk Blade with
Warp Weapon quality.

Crucible of Malediction Availability: Near Unique


This is a weapon much-favoured among Haemonculi who make use of essences extracted from their
Craftworld kin, but it serves as a deadly tool against the psychically-inclined of any species. The echoes of
psykers tortured to death by the Crucible’s maker are trapped within the artefact, bound into a physical space
that binds their spiritual essence in a perversion of the Warp and realspace.
The Haemonculus can unleash the Crucible’s power as a Full Action, causing any creature with a
Psy Rating within 3d10+30 meters to make a Hard (–30) Willpower Test or gain 1d10 Insanity
points per Degree of Failure. Those who fail by three or more Degrees are rendered totally
catatonic and must considered as helpless for a number of minutes equal to the Insanity Points they
gained. No Haemonculus is reckless enough to unleash a Crucible of Malediction a second time without
an extended period of work in their laboratory, as each activation changes the nature of the contained force
in potentially volatile and ruinous ways.

Orb of Despair Availability: Near Unique


Though they appear to be simple spheres of blackened crystal without any mechanism or design, Orbs of Despair
are among the most terrible weapons of the covens. Each has been crafted to channel pain and suffering into its
depths like a reservoir of cruelty, and has drunk deep of such darkness over centuries or millennia. When these
energies are released, they hammer at those nearby with an indescribable fury, transforming sensation into a
physical and psychic blow.
An Orb of Despair is a weapon with the following profile: Thrown; 9m; S/–/–; 2d10+12 X; Pen Special;
Clip 1; Reload –; Blast (4). Damage from an Orb of Despair is reduced by the target’s Willpower Bonus
but ignores its Armour and Toughness Bonus. Any character who survives an attack from this weapon
attack gains 1d5+1 Insanity Points. The Orb of Despair does not affect machines and vehicles.

Shattershard Availability: Near Unique


A Shattershard is a particularly deadly Dark Eldar ranged weapon made from a fragment of the
transdimensional portal known as the “Mirror of Planes” that cruelly traps its targets reflections before dashing
them to pieces. Anyone whose reflection is smashed in this way suffers the same terrible fate. The use of

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Created in Master PDF Editor - Demo Version

Shattershards is generally reserved for the elimination of dangerous warleaders, champions, and generals, whose
presence alone can influence a conflict. Deploying the artefact typically removes such a presence entirely, and
often reverses its effects, when the opposing troops see the ruin made of the greatest among them.
A Haemonculus can attempt to catch an enemy’s reflection in the shard with an Opposed Agility Test as
a Half Action. Target must be within 50 metres from the Player. A trapped reflection can be broken by
spending another Half Action. An enemy whose reflection is broken must pass a Hard (–30) Toughness
Test suffer 1d10 Impact Damage ignoring Armour and Toughness Bonus, plus an additional 1d10 Impact
Damage ignoring Armour and Toughness Bonus for every Degree of Failure by which he fails the
Test. A Shattershard only affects living creatures.

Soul-trap Availability:Unique
Soul-traps vary in appearance, from folding pyramidal prisms to jewelled skulls engraved with vampiric runes,
but they all have one ghastly function: to capture the soul of a powerful enemy within their confines and empower
the bearer with the stolen energies.
When a PC kills a strong enemy which has outstanding characteristics in hand-to-hand combat he may
seal his soul in a soul trap. When he seals a soul in a soul-trap he may choose one characteristic and add
bonus from the same characteristic of a trapped soul that equals to soul's chosen characteristic bonus
decreased by 5 to a minimum of 1 as Unnatural characteristic and any of his specialist skills or lore's as
known. In one soul trap can be only one soul. To capture more souls Player must install more additional
soul traps in his armor or melee weapon. To use captured soul Player must spend a number of Pain Tokens
equal to value of Unnatural characteristic or number of skills he wants to use and then pass a (+10)
Willpower test in order to activate the soul trap. If he fails WP test the Pain Tokens are vanished and this
soul trap can't be used for 1d5 days.

The Helm of Spite Availability:Unique


The children of the Dark City look down upon those fools who would use psychic witchery in battle. Not only
does such a thing tempt the gaze of She Who Thirsts, but it also risks the far more immediate wrath of Asdrubael
Vect. Through necessity, the Dark Eldars’ psychic abilities have been allowed to atrophy, leaving them less able
to defend themselves against the reckless Warpcraft of their foes. The Helm of Spite redresses this balance, shielding
its wearer from harm and setting up a field of violent psionic feedback that can cook a psyker’s brain inside their
skull.
It's a helmet with AP 7 with special rules. All friendly Dark Eldar within 20 meters of the user of this
helmet gains Deny the Witch and Resistance (Psychic Powers). And additionally all Psykers that want to
cast within this range automatically gains Psychic Phenomena with roll +30 on the table of Psychic
Phenomena.

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Created in Master PDF Editor - Demo Version

DARK ELDAR VEHICLES

Name Availability
Reaver Jetbike Scarce (-10)
Venom Rare (-20)
Raider Very Rare (-30)
Ravager Extremely Rare (-40)
Reaper Near Unique (-50)
Tantalus Near Unique (-50)
Razorwing Jetfighter Extremely Rare (-40)
Voidraven Bomber Near Unique (-50)
Slavebringer Assault Boat Extremely Rare (-40)
Dark Eldar Giant Battle Unique (-60)
Construct

Reaver Jetbike
Type: Skimmer Tactical Speed: 25m
Cruising Speed: 230 kph Manoeuvrability: +25
Structural Integrity: 15 Size: Hulking
Armour: Front 16, Side 16, Rear 12
Vehicle Traits: Bike, Enhanced Motive System, Open-Topped, Skimmer.
Crew: 1 Pilot
Carry Capacity: None
Weapons: Fixed (choose from the following):
Splinter Rifle
Spinter Cannon (change avaliblity to Very Rare)
Heat Lance (change avalibility to Extremely Rare)
Blade-Vanes: Reaver Jetbikes are armed with deadly curved vanes that function as a Melee weapon when
making Hit & Run Attacks. Due to the nature of this weapon, the rider does not add his Strength
Bonus to the damage when making these attacks.
Blade-Vanes 1d10+7 Pen: 4 Unwieldy, Hit&Run only

Venom
Type: Skimmer Tactical Speed: 21m
Cruising Speed: 180 kph Manoeuvrability: +20

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Created in Master PDF Editor - Demo Version

Structural Integrity: 25 Size: Enormous


Armour: Front 22, Side 22, Rear 18
Vehicle Traits: Enhanced Motive System, Open-Topped, Skimmer.
Crew: 1 Pilot and 3 Gunners
Carry Capacity: 3 Eldar
Weapons:
One Hull-mounted weapons (choose from the following):
Splinter Rifle
Splinter Cannon
Turret-mounted weapons (choose from the following):
Splinter Cannon
Dark Lance
Flickerfields: Dark Eldar vehicles are often equipped with advanced optic shielding known as Flicker
Fields, which cause them to appear as though they are flickering in and out of existence. All ranged attacks
against a vehicle equipped with Flicker Fields suffer a –20 penalty.

Raider
Type: Skimmer Tactical Speed: 21m
Cruising Speed: 130 kph Manoeuvrability: +15
Structural Integrity: 36 Size: Enormous
Armour: Front 24, Side 24, Rear 20
Vehicle Traits: Enhanced Motive System, Open-Topped, Skimmer.
Crew: 10 Eldar and their Spoils of war can retrofitted to transport 1Talos/Cronos or 2 Grotesque
Carry Capacity: None
Weapons: Sponson-mounted weapons (choose from the following):
• Dark lance (Front Facing /Left Facing/Right Facing; 200m; S/–/–; 2d10+14 E; Pen 5; Clip –; Reload –
; Lance)
• Disintegrator (Front Facing/Left Facing/Right Facing; 200m; –/–/10; 2d10+6 E; Pen 9; Clip –; Reload
–)
Flickerfields: Dark Eldar vehicles are often equipped with advanced optic shielding known as Flicker
Fields, which cause them to appear as though they are flickering in and out of existence. All ranged attacks
against a vehicle equipped with Flicker Fields suffer a –20 penalty.

Ravager
Type: Skimmer Tactical Speed: 21m
Cruising Speed: 130 kph Manoeuvrability: +15
Structural Integrity: 36 Size: Enormous
Armour: Front 27, Side 27, Rear 20
Vehicle Traits: Enhanced Motive System, Open-Topped,
Skimmer.

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Created in Master PDF Editor - Demo Version

Crew: 1 Pilot and 3 Gunners


Carry Capacity: None
Weapons: Three Sponson-mounted weapons (choose from
the following):
• Dark lance (Front Facing /Left Facing/Right Facing; 200m; S/–/–; 2d10+14 E; Pen 5; Clip –; Reload –
; Lance)
• Disintegrator (Front Facing/Left Facing/Right Facing; 200m; –/–/10; 2d10+6 E; Pen 9; Clip –; Reload
–)
Flickerfields: Dark Eldar vehicles are often equipped with advanced optic shielding known as Flicker
Fields, which cause them to appear as though they are flickering in and out of existence. All ranged attacks
against a vehicle equipped with Flicker Fields suffer a –20 penalty.

Reaper
Type: Skimmer Tactical Speed: 21m
Cruising Speed: 130 kph Manoeuvrability: +15
Structural Integrity: 36 Size: Enormous
Armour: Front 27, Side 27, Rear 20
Vehicle Traits: Enhanced Motive System, Open-Topped, Skimmer.
Crew: 1 Pilot and 1 Gunner
Carry Capacity: None
Weapon: Storm Vortex Projector: Beam (Front Facing; 200m; S/-/–; 4d10+16 E; Pen 5; Clip –; Reload –
; Blast 3, Lance, Shocking, Haywire, Felling 4, Recharge); Blast (Front Facing; 100 m; S/-/-; 2d10+4; Pen
4; Clip -; Reload -; Blast 10, Shocking, Haywire).
Flickerfields: Dark Eldar vehicles are often equipped with advanced optic shielding known as Flicker
Fields, which cause them to appear as though they are flickering in and out of existence. All ranged attacks
against a vehicle equipped with Flicker Fields suffer a –20 penalty.

Tantalus
Type: Skimmer Tactical Speed: 20m
Cruising Speed: 80 kph Manoeuvrability: +15
Structural Integrity: 50 Size: Massive
Armour: Front 30, Side 30, Rear 20
Vehicle Traits: Enhanced Motive Systems, Open-Topped,
Orbital Deployment, Skimmer.
Crew: 1 Pilot
Carry Capacity: 16 Dark Eldar and their spoils of war or 1 Talos/Cronos or 8 Grotesque
Weapons: Two Fixed pulse-disintegrators (Front-Facing; 200m; –/–/10; 2d10+10 E; Pen 10; Clip –;
Reload–; Storm).
Scythevanes: The frame of a Tantalus is defined by the vast, power field-shrouded scythes running along
its sides. For the purpose of making Hit & Run attacks, the pilot of a Tantalus is

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Created in Master PDF Editor - Demo Version

considered to be armed with a melee weapon with the following profile: Scythevanes (Melee; 2d10+9 E;
Pen 9; Unwieldy). Note that, due to the nature of the weapon, the pilot does not add its Strength Bonus
to the Damage of such attacks.
Flickerfields: Dark Eldar vehicles are often equipped with advanced optic shielding known as Flicker
Fields, which cause them to appear as though they are flickering in and out of existence. All ranged attacks
against a vehicle equipped with Flicker Fields suffer a –20 penalty..

Razorwing Jetfighter
Type: Aircraft Tactical Speed: 40 m
Cruising Speed: 1750 kph Manoeuvrability: +40
Structural Integrity: 35 Size: Massive
Armour: Front 20, Side 20, Rear 20
Vehicle Traits: Enhanced Motive Systems, Environmentally Sealed, Enclosed, Orbital Deployment,
Skimmer, Flyer.
Crew: 1 Pilot
Weapons:
Pilot-operated wepons
2 Splinter Rifle may replace to Spinter Cannon
2 Desintegrator Cannon may replace to 2 Dark Lance 2d10+14 Pen: 5 Lance
4 Missles. Range 250 m:
Monoscythe Missiles 3d10+5 R Pen: 4 Blast 8
A monoscythe missile cannot affect anything above or below the targets, and always hits the Body of all
targets within the blast unless the attack roll succeeds by two or more Degrees of Success, in which case it
hits the Head location of all targets within the blast.
or
Necrotoxin Missle 2d10+4 I Pen 4 Blast 8, Felling 6, Toxic 4, Tearing
or
Shatterfield Missle 3d10+4 I; Pen 0; Blast 8. Felling 2, Tearing. Any creature hit by a shatterfield missile
must make a Challenging (+0) Toughness Test before Damage is rolled; if it fails, then it is frozen solid,
and is rendered immobile 1d5 Rounds. Targets that have been frozen are also more vulnerable to heavy
impacts, and count their Toughness Bonus as 0 when hit by attacks that deal Impact Damage.
Linked Pilot-Operated Weaponry: Weapons classified as “pilot-operated” may all be fired by the pilot,
as one Standard Attack Action, at any number of targets within range and no more than one AU (roughly
100m) apart from one another. Roll Attack Rolls and Damage Rolls separately for each weapon.
Flickerfields: Dark Eldar vehicles are often equipped with advanced optic shielding known as Flicker
Fields, which cause them to appear as though they are flickering in and out of existence. All ranged attacks
against a vehicle equipped with Flicker Fields suffer a –20 penalty.

Voidraven Bomber
Type: Aircraft Tactical Speed: 35 m

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Created in Master PDF Editor - Demo Version

Cruising Speed: 1750 kph Manoeuvrability: +35


Structural Integrity: 40 Size: Massive
Armour: Front 24, Side 24, Rear 20
Vehicle Traits: Enhanced Motive Systems, Environmentally Sealed, Enclosed, Orbital Deployment,
Skimmer, Flyer.
Crew: Pilot, co-Pilot
Weapons:
Pilot-operated weaponry
2 Void Lance 3d10+16 Pen: 6 Lance may replace to 2 Dark Scythe 2d10+14 Pen: 5 Lance, Blast 3
4 Monoscythe Missiles 3d10+5 R Pen: 4 Blast 8 or 4 Implosion Missles 2d10+16E Pen: 10 Blast 1
Flame, Melta
1 Void Bomb 5d10+20 Pen: 10 Blast 15, One-use only, Lance
Linked Pilot-Operated Weaponry: Weapons classified as “pilot-operated” may all be fired by the
pilot, as one Standard Attack Action, at any number of targets within range and no more than one AU
(roughly 100m) apart from one another. Roll Attack Rolls and Damage Rolls separately for each weapon.
Flickerfields: Dark Eldar vehicles are often equipped with advanced optic shielding known as Flicker
Fields, which cause them to appear as though they are flickering in and out of existence. All ranged
attacks against a vehicle equipped with Flicker Fields suffer a –20 penalty.

Slavebringer Assault Boat


Type: Aircraft Tactical Speed: 25 m
Cruising Speed: 1750 kph; Manoeuvrability: +30
Structural Integrity: 40; Size: Immense
Armour: Front 24, Side 24, Rear 20
Vehicle Traits: Enhanced Motive Systems, Environmentally Sealed, Enclosed, Orbital Deployment,
Skimmer, Flyer.
Crew: Pilot, co-Pilot;
Carry Capacity: 40 passengers and 60 Slaves in slave tubes
Weapons:
Two Fixed pulse-disintegrators (Front-Facing; 200m; –/–/10; 2d10+10 E; Pen 10; Clip –; Reload–;
Storm)
Flickerfields: Dark Eldar vehicles are often equipped with advanced optic shielding known as Flicker
Fields, which cause them to appear as though they are flickering in and out of existence. All ranged attacks
against a vehicle equipped with Flicker Fields suffer a –20 penalty.

Dark Eldar Giant Battle Construct


Type: Walker; Speed: User: AG Bonus x2
WS BS S T Ag Int Fel Per WP

User User 95 (10) 90 (9) User User User User User

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Created in Master PDF Editor - Demo Version

Structural Integrity: 95; Size: Immense


Armour: Front 16, Side 16, Rear 16
Vehicle Traits: Enclosed, Environmentally Sealed, Reinforced Armor, Enhanced Motive Systems,
Damage Control, Super-Heavy Walker, Unnatural Strength 10, Unnatural Toughness 9
Crew: Pilot
Weapons:
Shoulder Weapons: Twin-linked Disentegrator Cannon:
(Front Facing/Left Facing/Right Facing; 200m; RoF –/–/10; 2d10+6 E; Pen 9; Clip –; Reload –)
Main Weapons:
Dark Halberd x2:
(800m; RoF S/-/- ; Damage: 3d10+28 E; Pen 10; Clip 10; Reload 2 Full; Lance, Blast 4, Felling 6)
Or
“Wave of Death” Power Claymore
Melee; Damage: 4d10+21+SB E; Pen 20; Proven (4), Power Field, Balanced, Devastating 4
Stomp Attack: Melee; Damage: 2d10+5+SB I; Pen: 5; Tearing, Concussive 2
Can be equipped with Shadow Field Generator only with Melee. Shadow Field has a protection rating of
50 with overload on 1
Flickerfields: This holographic projection causes the Construct to appear as though it are flickering in and
out of existence. All ranged attacks against a vehicle equipped with Flicker Fields suffer a –20 penalty.
This vehicle counts as ARTEFACT AND MUST MUST BE PURCHASED AS INDICATED IN THE
CHAPTER Artefacts of Dark Eldar page 33.

DARK ELDAR SPACESHIPS

In addition to the real pace raids that venture directly from the webway to the surface of worlds,
the Dark Eldar employ fleets of swift and vicious raiding craft, similar to the vessels of their Craftworlder
and Corsair cousins in some ways, but distinct in many others. Dismissive of the graceful aesthetics of
Craftworlder starship design, Dark Eldar starships are exercises in excess, with every vessel a canvas upon
which shipwright, Archon, and Haemonculus alike have unleashed the vilest fruits of their imagination.
For a ship to bear deck after deck of torture chambers is common, to better sustain the unnatural hunger
of the crew on their voyages, but many vessels also include far more imaginative spectacles of brutality. As
such, the vessels of the Dark Eldar, while bearing many superficial similarities to one another, are all
unique creations, outfitted to the particular desires of their creators and commanders. Classifying such
ships is difficult, and though many long and dusty treatises exist to exhaustively classify these differing
configurations in Imperial Navy archives, each new contact with the Dark Eldar invariably renders some
of these theories invalid. Whilst such pedantry may be entirely fitting within the comfortable confines
of Naval bases and Administratum facilities, the needs of front-line commanders are different, and Imperial

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Created in Master PDF Editor - Demo Version

Navy captains and Rogue Traders alike have come to refer to these wildly differing vessels by two broad
designations: the Torture-class cruiser, and the Corsair-class raider.

HOW TO BUY A SPACE SHIP.


In rare cases, the Explorers may even wish to acquire a whole starship rather than just starship components.
To find the base Acquisition Modifier for a new vessel, the modifier is based on the size of its hull. A ship’s
Hull Modifier is equal to the hull’s worth in Ship Points. Because starships are extremely rare and powerful,
only one void-capable vessel may be acquired at a time. In addition, no additional modifiers aside from
those gained by a successful Commerce Test may assist with Acquisition Tests to acquire a starship—the
fact that a Player “is only buying one!” does not make things any easier.
First: Player must be at Rank 3 to buy a ship so only Archon and other Influential persons can buy ship.
Second: Player Influence must be equal or greater than Ship Points of the spaceship they want to buy.
Third: After that you must pass an Opposed Commerce skill test with the seller or owner of the ship.
Fourth: The result of that Opposed Commerce skill test is the figure to which we must divide the cost in
Ship Points.
Five: The result of this mathematical operation is the amount of influence that this ship will cost you.
For example
Archon Kelnara Siav wants to buy an Dark Eldar Escort. She gains on her Opposed Commerce skill test
4 degrees of success. Corsair Class Escort costs 20 Ship Points we take that value and divide it by her
degrees of success. As a result, we get the figure of interest to us 5 Influence will cost her that ship.

DARK ELDAR SPECIAL RULES


All Dark Eldar ships are subject to the special rules detailed below. Note that, while similarities in design
do exist between the vessels of the Dark Eldar and those of their Craftworld cousins, the Dark Eldar do
not use or benefit from the special rules for Eldar vessels in ROGUE TRADER books such as LURE OF
THE EXPANSE and BATTLEFLEET KORONUS unless noted. Any rules that these disparate factions
have in common are listed here in full.
Master Starfarers:
Like their Craftworld kin, the Dark Eldar are some of the most accomplished starfarers in the
galaxy, and their ships are designed to make the best use of their talents. Any Dark Eldar aboard a Dark
Eldar vessel may re-roll any Piloting Tests for Manoeuvre Actions.
Slave-takers:
The warriors who serve aboard Dark Eldar vessels are vicious, cruel, and bloodthirsty beings, and are
made deadlier by the agony of their prey. They will often drag away scores of crew during their
raids and boarding actions. During Boarding Actions, Dark Eldar vessels add +10 to any Command
Tests, and inflict 1d5+2 Crew Population and 1d5+2 Morale Damage. During Hit and Run Attacks,
Dark Eldar vessels add +20 to Command Tests and may choose to inflict 1d10 Crew Population
and 1d10 Morale Damage instead of dealing a Critical Hit as they round up enemy crew and drag them
away. A Dark Eldar vessel regains lost Crew Population and Morale equal to the amount of Damage that
it inflicts to Crew Population and Morale during any Boarding Action or Hit and Run Attack, as the
agony of the victims and slaves restores and invigorates the Dark Eldar crew.

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Created in Master PDF Editor - Demo Version

Sharks of the Void:


Dark Eldar vessels are impelled by all manner of exotic technologies, ranging from rows of aethersails
that capture the spectral winds of the webway, to plasma drives that burn with the chained fury of
enslaved stars, to gravitic impulse engines that bend the potent energies of a captured black hole to the
crew’s will. In all cases, Dark Eldar vessels are swift and agile, able to easily outpace and outmanoeuvre
their prey. Dark Eldar ships gain a +20 bonus on the Flank Speed Extended Action and do not have to
move at least half their speed before turning. All Dark Eldar vessels, regardless of type or class, may
turn up to 90 degrees.
Shadowfields:
Rather than the brutish void shields employed by humans, the Dark Eldar wreath their vessels in
an inky blackness that makes them almost invisible against the cold, dark void. These fields confound
even the electromantic scrying of starship augurs, concealing the vessel’s heat and emissions from prying
eyes. All attacks against a vessel with a functioning shadowfield suffer a –40 penalty on any Test to hit
the vessel in addition to other penalties. Macrobatteries, which operate by filling the void with
ordinance, suffer only a –20 penalty to hit. Ships also suffer a –30 to any attempts to use any Extended
Actions against a ship protected by shadowfields that involve Detection (such as Lock On or
Focussed Augury). Finally, a vessel with shadowfields may
travel at full speed and adds +10 on all Manoeuvre Tests made while on Silent Running.
Mimic Engines:
Many Dark Eldar ships are equipped with strange devices that can be used to project false
emissions during their approach, tricking their enemies into thinking that an ally approaches, not an
enemy. Each Dark Eldar vessel employing mimic engines must be operating on Silent Running (to better
hide behind the falsehood they are projecting), and may nominate a single class of vessel to appear as.
This class of vessel must be of similar size to the Dark Eldar vessel—Raiders may appear as transports,
raiders or frigates, while cruisers can appear as light cruisers, cruisers, battlecruisers, or grand cruisers.
Vessels may attempt a Challenging (+0) Scrutiny+Detection Test to spot the inconsistencies in the
illusion and detect the Dark Eldar vessel behind it, though crews which have encountered Dark
Eldar before gain a +20 on this Test as they know the subtle telltale signs of a mimic engine. Arrogance
and Spite: Dark Eldar vessels have no void shields and always have their shadowfields active unless these
systems have been disabled or destroyed.

DARK ELDAR SPACESHIP WEAPONRY


The following rules apply to certain Dark Eldar weapons, reflecting their exotic and alien nature:
Disintegrator Macrocannons:
Unlike the solid shells and unrefined lasers of human vessels, Dark Eldar employ weapons similar
to their vehicle-mounted disintegrator cannons, sophisticated devices that unleash salvoes of unstable
matter torn from the hearts of stolen suns. Equipped with advanced targeting systems, all attacks made
with disintegrator macrocannons add a +10 to Ballistic Skill Tests.
Phantom Lance:
These weapons harness the unstable energy known as Darklight, said to be drawn from massive celestial
phenomena, to annihilate their foes. Even the tiniest quantity of Darklight reacts explosively with

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Created in Master PDF Editor - Demo Version

matter, and phantom lances channel colossal streams of the stuff, tightly controlled within constrictor
fields to inflict catastrophic damage. A phantom lance deals an additional +1d10 Damage per Degree of
Success, up to a maximum of +2d10 damage.
Attack Craft:
Dark Eldar vessels with launch bays are loaded with their own unique and deadly craft. If you are using
the launch bay rules from BATTLEFLEET KORONUS , the following rules apply to Dark Eldar
attack craft. Raptor interceptors have a Craft Rating of +15, a Speed of 12 VUs and a Squadron Size of
12. Tormentor Bombers have a Craft Rating of +6, a Speed of 9 VUs, and a Squadron Size of 6.
Slavebringer Assault Boats have a Crew Rating of +11, a Speed of 12 VUs, and a Squadron Size of 5. None
of these craft suffer a penalty for being below half-strength, and negate any Turret Rating bonuses
that the target ship would normally receive when attempting to shoot them down in an incoming attack
craft wave.
Torpedoes:
If you are using the torpedo rules from BATTLEFLEET KORONUS , the following rules apply
to Dark Eldar
Eldar torpedoes:
All Dark Eldar torpedoes use the rules for Seeking Torpedoes, and negate any Turret Rating bonuses that
the target ship would normally get when attempting to shoot down an incoming salvo. Dark Eldar
torpedoes come in two varieties: void torpedoes and leech torpedoes. Void torpedoes employ a pulse of
Darklight contained within a bubble of force to blast smoking hemispheres of matter from enemy vessels.
They deal 2d10+14 Damage and may re-roll any Damage dice that roll a 3 or less. Leech torpedoes deal
no Damage, and instead latch on to armour and sap a vessel’s power, imposing a –2 penalty to the
ship’s Speed characteristic and a –30 penalty on all actions that increase speed. This penalty is not
cumulative, but so long as even one leech torpedo remains attached, the penalty applies. The
Emergency Repairs Extended Action immediately removes 1 leech torpedo, +1 additional attached leech
torpedo per two Degrees of Success, instead of repairing any damaged components.

SOUL REAVER CLASS BATTLESHIP


Hull: Battleship
Class: Soul Reaver-class battleship
Dimensions: 6.6 km long approx., 1.6 km approx. abeam
Mass: 30 megatonnes approx.
Crew: GM discretion
Accel: 7 gravities max sustainable acceleration
Soul Reaver is the pinnacle of Eldar starship technology, and is the Dark Eldar equivalent of an Imperial
Navy battleship. Soul Reaver look like twin brother of Craftworld Eldar Void Stalker. Its speed and
maneuverability make fighting a Soul Reaver a tricky prospect in and of itself for any foe, but when
combined with its Eldar Weapons Batteries, Phantom Lances, and squadrons of Attack Craft like Raptor
Interceptors and Tormentor Bombers, the Soul Reaver becomes a match for any starship that dares to face
it in battle.
Speed: 7 Maneuverability: +20

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Detection: +35 Hull Integrity: 100


Armour: 23 Turret Rating: 3
Void Shields: – Crew Rating: Veteran (50)
Weapon Capacity: Prow 6
Essential Components:
Unidentified Xenos Propulsion System, Warp-Plotter, Command Bridge, Eldar Life Sustainer, Eldar
Crew Quarters, Sensor Array
SP: 100
Supplemental Components
Shadow Field Generator
Torture Holds: These labyrinthine complexes contain all manner of depravity, and the air within them
seethes with anguish and echoes with the screams of countless thousands of slaves. If this component is
destroyed, the vessel loses an additional 1d5 Morale each Strategic Round as the crew’s source of unholy
sustenance is taken from them.
2 Heavy Disintegrator Macrocannon Clusters: Macrobattery; Strength 4; 1d10+4; Crit Rating 4; Range
6; +10 bonus to Ballistic Skill Tests.
2 Launch Bay: Strength 4. This bay holds four squadrons of Raptor Interceptors, four squadrons of
Tormentor Bombers, and four squadrons of Slavebringer Assault Boats.
Two of the following weapon systems:
2 Phantom Lances: Lance; Strength 1; 1d10+4; Crit Rating 3; Range 5; +1d10 damage per degree of
success, max +2d10.
Torpedo Tubes: Strength 6. These torpedo tubes are loaded with Dark Eldar void torpedoes and
leech torpedoes. The ship carries 36 void torpedoes and 12 leech torpedoes.

TORTURE - CLASS CRUISER


Hull: Cruiser
Class: Torture-class cruiser
Dimensions: Varies; 4.2 km long approx., 1.3 km approx. abeam
Mass: 18 megatonnes approx.
Crew: GM discretion (9 thousand dark eldar)
Accel: 8 gravities max sustainable acceleration
The Torture-class is the larger of the two commonly encountered types of Dark Eldar vessel. As
with all Eldar vessels, the sensor-confounding technologies these ships employ to defend themselves
also makes accurate identification virtually impossible, and Dark Eldar cruisers of all kinds are frequently
confused for one another, with even trusted accounts requiring retroactive alteration in the light of new
evidence from subsequent encounters. Torture-class cruisers always possess heavy firepower, though the
specific reports of their armament vary from encounter to encounter and are likely rendered even less
consistent by the terror that Dark Eldar raids deliberately inspire.
Ship Statistics:
Speed: 9 Manoeuvrability: +28

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Created in Master PDF Editor - Demo Version

Detection: +25 Hull Integrity: 60


Armour: 19 Turret Rating: 1
Void Shields: – Crew Rating: Veteran (50)
Weapon Capacity: Prow 4
Morale: 100 Crew Population: 100
SP: 60
Essential Components:
Unidentified Xenos Propulsion System, Warp-Plotter, Command Bridge, Eldar Life Sustainer, Eldar
Crew Quarters, Sensor Array

Supplemental Components
Shadow Field Generator
Torture Holds: These labyrinthine complexes contain all manner of depravity, and the air within them
seethes with anguish and echoes with the screams of countless thousands of slaves. If this component is
destroyed, the vessel loses an additional 1d5 Morale each Strategic Round as the crew’s source of unholy
sustenance is taken from them.
3 Disintegrator Macrocannon Clusters: Macrobattery; Strength 4; 1d10+3; Crit Rating 4; Range 5;
+10 bonus to Ballistic Skill Tests.
One of the following weapon systems:
2 Phantom Lances: Lance; Strength 1; 1d10+4; Crit Rating 3; Range 4; +1d10 damage per degree
of success, max +2d10.
Torpedo Tubes: Strength 4. These torpedo tubes are loaded with Dark Eldar void torpedoes
and leech torpedoes. The ship carries 24 void torpedoes and 8 leech torpedoes.
Launch Bay: Strength 4. This bay holds four squadrons of Raptor Interceptors, four squadrons of
Tormentor Bombers, and four squadrons of Slavebringer Assault Boats.

CORSAIR -CLASS ESCORT


Hull: Raider
Class: Corsair-class Escort
Dimensions: Varies; 1.2 km long approx., 0.1 km approx. abeam
Mass: 4 megatonnes approx.
Crew: GM discretion (1,5-2 thousand dark eldar)
Accel: 9.5 gravities max sustainable acceleration
As with their larger counterparts, the Corsair-class Escorts are more a collection of broadly similar
vessels. Accurate identification of these ships has so far been impossible, and indeed the collective term
“Corsair” may be as much a reference to the crew or to these vessels’ activities as to the ships themselves.
Corsairs are known to make particularly frequent use of the mimic engine system favoured by many Dark
Eldar Void-Archons, their smaller size allowing them to pose as more commonly encountered frigates,
destroyers, transports, and system ships as they close upon their prey unperturbed. In the largest raids, a
single squadron of Corsairs with mimic engines are often used to slip in amongst the prey while the rest of

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Created in Master PDF Editor - Demo Version

the fleet coasts silently through the darkness of space. Such Corsairs take the greatest risks, but also
present the earliest opportunities for their crews to sow terror and panic and reap the rewards of their
subterfuge.
Ship Statistics:
Speed: 13 Manoeuvrability: +45
Detection: +25 Hull Integrity: 20
Armour: 15 Turret Rating: 1
Void Shields: – Crew Rating: Veteran (50)
Weapon Capacity: Prow 2
Morale: 100 Crew Population: 100
SP: 25
Essential Components:
Unidentified Xenos Propulsion System, Warp-Plotter, Command Bridge, Eldar Life Sustainer, Eldar
Crew Quarters, Sensor Array

Supplemental Components:
Shadow Field Generator
Torture Holds: These labyrinthine complexes contain all manner of depravity and the air within
them seethes with anguish and echoes with the screams of countless thousands of slaves. If this
component is destroyed, the vessel loses an additional 1d5 Morale each turn as the crew’s source of
unholy sustenance is taken from them.
Disintegrator Macrocannon Cluster: Macrobattery; Strength 4; 1d10+3; Crit Rating 4; Range 5;
+10 bonus to Ballistic Skill Tests
One of the following weapon systems:
Disintegrator Macrocannon Cluster: Macrobattery; Strength 4; 1d10+3; Crit Rating 4; Range 5; +10
to Ballistic Skill Tests.
Phantom Lance: Lance; Strength 1; 1d10+4; Crit Rating 3; Range 4; +1d10 damage per degree of
success, max +2d10.
Torpedo Tubes: Strength 2. These torpedo tubes are loaded with Dark Eldar void torpedoes and
leech torpedoes. The ship carries 12 void torpedoes and 4 leech torpedoes.

СОЗДАНИЕ ТАЛОСОВ, КРОНОСОВ, ГРОТЕСКОВ.

Талосы, Кроносы и Гротески в большинстве своем делаются по одной схеме


Гомункалами, но если у какого из Гомункулов возникает желание сделать что-нибудь
особенное, то его уже ничего не остановит.
Представленные ниже профили являются базовыми для создания. Модификаторы для
индивидуализации и улучшения будут разница в зависимости от того чего вы хотите от вашего
эксперимента.

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Created in Master PDF Editor - Demo Version

СОЗДАНИЕ ТАЛОСА.

Создание базового Талоса требует теста реквизиции уровня (-20) Rare на


комплектующие для него с учетом модификаторов за количество. Дальнейшее его создание
будет состоять из двух тестов на Medicae (-20) и теста Trade Armourer (+0). Итоговым
результатом будет следующий экземпляр:

Talos Pain Engine (Elite)


WS BS S T Ag Int Per WP Fel
52 34 56 55 41 22 35 29 18

Movement: 4/8/12/24 Wounds: 45


Armour: Machine (4 All). Total TB: 9
Skills: Awareness (Per), Intimidate (S) +10, Parry (WS).
Talents: Fearless, Frenzy, Lightning Attack.
Traits: Auto-Stabilised, Dark-Sight, Deadly Natural Weapons, Hoverer (4), Machine (4), Size
(Enormous), Unnatural Strength (4), Unnatural Toughness (4).
Weapons: Gruesome claws and chain flails† (Melee; 1d10+11 R; Pen 3; Tearing),
Stinger pod (Heavy; 40m; S/2/–; 1d10+4; Pen 2; Clip –; Reload –; Blast [3]).
†Hideous Display: Whenever a Talos Pain Engine kills a target with an attack from its Gruesome
Claws or Chain Flails or another Talos Melee Weapon, it immediately gains the Fear (4) Trait for the
remainder of the combat.

В случаи если итоговый результат тестов отрицательный, то материалы считаются


потраченными поскольку Гомункул уничтожил неудавшийся результат.
В случаи прохождения тестов с итоговым результатом от 4 до 8 степеней успеха игрок
может добавить 1d5 к любым двум характеристикам или увеличить Unnatural S на 1 или
Unnatural T на 1 или же добавить 5 вундей Талосу.
В случаи прохождения тестов с итоговым результатом от 8 до 12 степеней успеха игрок
может добавить 2d5 к любым трем характеристикам или увеличить Unnatural S и T на 2 или
же добавить 10 вундей Талосу и увеличить его броню на 2.
В случаи прохождения тестов с итоговым результатом от 12 и более степеней успеха
игрок может добавить 2d5 к любым трем характеристикам и увеличить Unnatural S и T на 2 и
так же добавить 10 вундей Талосу и увеличить его броню на 2.

Создание Талоса с улучшением на хвостовое стрелковое оружие увеличивает сложность


теста на покупку комплектующих на одну степень и сложность теста Trade Armourer на
изготовление Талоса на одну степень. В итоге Гомункул может заменить Stinger Pods на
следующее оружие:
- Twin-linked Splinter Cannon

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Created in Master PDF Editor - Demo Version

- Twin-linked Heat Lance


- Twin-linked Haywire Blaster

Создание Талоса с улучшенным оружием ближнего боя увеличивает сложность теста на


покупку комплектующих на одну степень и сложность теста Trade Armourer на изготовление
Талоса на одну степень. В итоге Гомункул может заменить Chain-Flails на следующее оружие:
- Twin-linked Liquifier Gun
- Power Claw (Melee; Dmg 1d10+9; Pen 8; Power Field, Tearing)
- Talos Agoniser (Melee 5 m; Dmg 1d10+7; Pen 7; Power Field, Tearing, Flexible, Snare 2, Shocking)

СОЗДАНИЕ КРОНОСА.

Кроносы во многом создаются по схожей методике с Талосами, просто они в отличии


от Талосов являются машинами поддержки. Создание базового Кроноса требует теста
реквизиции уровня (-30) Very Rare на комплектующие для него с учетом модификаторов за
количество. Дальнейшее его создание будет состоять из двух тестов на Medicae (-20) и теста
Trade Armourer (+0). Итоговым результатом будет следующий экземпляр.

Chronos Pain Engine


WS BS S T Ag Int Per WP Fel
32 34 56 55 41 22 35 29 18

Movement: 4/8/12/24 Wounds: 45


Armour: Machine (4 All). Total TB: 9
Skills: Awareness (Per), Dodge (Ag).
Talents: Fearless, Independent Targeting.
Traits: Auto-Stabilised, Dark-Sight, Deadly Natural Weapons, Hoverer (4), Machine (4), Size
(Enormous), Unnatural Toughness (4).
Weapons: Spirit probe (Melee; 1d10+6 R; Pen 2), spirit syphon (Heavy; 20m; S/–/–; 1d10+5 E;
Pen 7; Clip –; Reload –; Spray), spirit vortex (Heavy; 40m; S/–/–; 1d10+2 E; Pen 7; Clip –; Reload –;
Blast [5]).
†Soul Syphon: Whenever a Chronos Parasite Engine kills a target with an attack with either its
Spirit Probe, Spirit Syphon, or Spirit Vortex, all Dark Eldar—including the Parasite Engine itself—
within 20 metres of the attacker immediately regain 1d5 lost Wounds gains 1d5 Pain Tokens and
receive a +10 bonus to Willpower Tests to overcome Fear or Pinning for the remainder of the combat. A
single Dark Eldar may only gain the bonus to Willpower Tests once, but can regain lost Wounds as a result
of this ability multiple times.

В случаи если итоговый результат тестов отрицательный, то материалы считаются


потраченными поскольку Гомункул уничтожил неудавшийся результат.

Created in Master PDF Editor - Demo Version


Created in Master PDF Editor - Demo Version

В случаи прохождения тестов с итоговым результатом от 4 до 8 степеней успеха игрок


может добавить 1d5 к любым двум характеристикам или увеличить Unnatural S на 1 или
Unnatural T на 1 или же добавить 5 вундей Кроносу.
В случаи прохождения тестов с итоговым результатом от 8 до 12 степеней успеха игрок
может 2d5 к любым трем характеристикам или увеличить Unnatural S и T на 2 или же добавить
10 вундей Кроносу и увеличить его скорость на 2.
В случаи прохождения тестов с итоговым результатом от 12 и более степеней успеха
игрок может 2d5 к любым трем характеристикам и увеличить Unnatural S и T на 2 и так же
добавить 10 вундей Кроносу и увеличить его скорость на 2.

Модифицировать вооружение и снаряжение Кроносов Гомункул может по своему


усмотрению и насколько хватит фантазии Гомункула. Соответственно будет и
модифицироваться сложность теста реквизиции комплектующих и сложность тестов на
создание Кроноса.

СОЗДАНИЕ ГРОТЕСКОВ.

Гротески являются по сути сшитыми или даже слитыми воедино телами эльдар или
людей. Гротески в основном исползуются как тяжелая ударная пехота. Создание базового
Гротеска требует теста реквизиции уровня (-10) Common на комплектующие для него с учетом
модификаторов за количество для тестов реквизиции. Дальнейшее его создание будет
состоять из двух тестов на Medicae (-20) и теста Trade Armourer (+0). Итоговым результатом
будет следующий экземпляр

Grotesque
WS BS S T Ag Int Fel Per WP

50 38 70 60 30 24 25 30 48

Movement: 5/10/15/30 Wounds: 40


Armor: 2 Total TB: 8
Implanted Blades: Melee; Dmg 1d10+8 R; Pen 3 Weight: 6 kg; Avl Rare; Special : Tearing
Liquifier Gun: Class: Basic; Rng 20 m; RoF s/–/–; Dmg 1d10+2 (E); Pen 2d5; Clip 6; Rld 2 Full Weight
5 kg ; Avl: Very Rare; Special: Spray , Corrosive
Skills: Athletics (S) +10, Awareness (Per), Dodge (Ag) +10, Parry (WS) +10
Talents: Battle Rage, Blind Fighting, Die Hard, Iron Jaw
Traits: Dark-sight, Fear (1), Natural Armour (1), Size (5), Stuff of Nightmares, Unnatural Toughness (2)
Gear: Blood and ichor stained bodysuit

В случаи если итоговый результат тестов отрицательный, то материалы считаются


потраченными поскольку Гомункул уничтожил неудавшийся результат.

Created in Master PDF Editor - Demo Version


Created in Master PDF Editor - Demo Version

В случаи прохождения тестов с итоговым результатом от 4 до 8 степеней успеха игрок


может добавить 1d5 к любым двум характеристикам или увеличить Unnatural S на 1 или
Unnatural T на 1 или же добавить 5 вундей Гротеску.
В случаи прохождения тестов с итоговым результатом от 8 до 12 степеней успеха игрок
может 2d5 к любым трем характеристикам или увеличить Unnatural S и T на 2 или же добавить
10 вундей Гротеску и увеличить его броню на 2.
В случаи прохождения тестов с итоговым результатом от 12 и более степеней успеха
игрок может 2d5 к любым трем характеристикам и увеличить Unnatural S и T на 2 и так же
добавить 10 вундей Гротеску и увеличить его броню на 2.

Гомункул может заменить Implanted Blade Гротеска на любое из следующих оружий


ближнего боя увеличив сложность теста Trade Armourer на создание Гротеска на одну степень:

- Grotesque Agoniser: (Melee 3 m; Dmg 1d10+5; Pen 7; Power Field, Tearing, Flexible, Snare 0, Shocking)
- Electrocorrosive Whip: (Melee 3 m; Dmg 1d10+6; Pen 8; Flexible, Corrosive, Shocking)
- Venom Blade: (Melee 1 m; Dmg 1d10+8; Pen 4; Toxic 4, Felling 2, Balanced)

СИСТЕМА ЛОЯЛЬНОСТИ КАБАЛА.


Лояльность и ТЭ слабо соотносимые вещи поэтому любой Архонт даже самый
могущественный не может быть стопроцентно уверен в том, что его подчиненные не поднимут
против него бунт или же не начнут плести против него заговоры. В случаи если Игрок
совершает какое-либо действие, которое может негативно или позитивно отразиться на
лояльности Кабала ГМ кидает скрытый бросок 1d5 и увеличивает или уменьшает лояльность
Кабала соответственно. Стартовая лояльность Кабала для новоиспеченного Архонта равна 30.
Игрок Архонт не должен знать о лояльности Кабала если он не проходит Very Hard (-30) Inquiry
test, в случаи успеха ГМ может сообщить ему о текущей лояльности Кабала. В случаи провала
теста ГМ не сообщает ему эту информацию, в случаи провала на 4 и более степени ГМ может
кинуть 1d5 на снижение лояльности Кабала.
Когда Игрок Архонт совершает какую-либо ошибку, ведущую к снижению лояльности
Кабала ГМ делает бросок 1d100 если результат на броске ниже лояльности Кабала, то ничего
не происходит. Если же бросок выше и равен ему, то члены Кабала начинают плести заговоры
против Игрока и могут попытаться совершить переворот и убить Игрока.

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