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40K Saga (Age of Plasma) - All Factions Done

40K Saga (Age of Plasma) - All Factions Done

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Dark Eldar

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Warlord

Armour – 5 (5)

Aggression 8

Hearthguard – Incubi

Armour 5 (5)
Aggression 3 (0)

May choose each time they fight in Melee which style they will be using.

Martial Prowess: May choose to fight with Heavy Weapons or fight with normal weapons but gain twice the “Supremacy” Dice (see Special Rules at end).

Warriors – Warriors or Wyches

Warriors

Armour 4 (4)
Aggression 1 (1)

Wyches

Armour 3 (3)
Aggression 2 (1/2)

Combat Drugs: A unit of Wyches can select a myriad of drugs to enhance both the pleasure of combat and their endurance. Once per Game a unit of Wyches can use their combat drugs to remove D3 points of fatigue but take the same number of hits, roll one defence dice per hit as if from shooting. A unit of Wyches that uses combat drugs counts as having Armour 5 (3) for that turn.

Levy – None, slaves are for torturing to death not for fighting!

Supremacy Special Rule

The Dark Eldar fight not for land or gold but for slaves and pleasure. They target weak foes and tend to avoid more solid areas of resistance.

Dark Eldar Units get an extra Attack Dice in Melee for each “Tier” that they outrank their opponent. The Tiers are.

1. Warlord/Bigger than a Bipedal Creature
2. Hearthguard/Bi-Pedal Creature
3. Warrior
4. Levy

So if a Dark Eldar Warlord charged into some Imperial Guard Levy they would get an additional 3 Attack dice but if the same warlord charged a unit of warriors they would only get an additional 2 dice.

Power From Pain

The Dark Eldar survive by inflicting Pain and Fear on their Enemies whether on the Battlefield or the Arena.

Once a Dark Eldar unit is below half it’s starting strength they may reroll two dice per shooting or melee attack.

Additionally each time a Dark Eldar unit inflicts a casualty roll a D6 for each model removed, on a 6 remove a point of fatigue from the unit that inflicted the casualty. This roll is made after all fatigue from abilities is applied.

Dark Eldar Warriors and Hearthguard can take one extra point of Fatigue before getting exhausted. However each unit that starts the turn with Three Fatigue receives a marker. If at the end of the turn they have not lost one net point of fatigue they lose models with no saves allowed.

Hearthguard lose D2
Warriors lose D3

Death? You want death? I'm afraid that would be far too boring. - Lord Sarnak of the Kabal of the Black Heart

The Screams of the Wounded and Dying invigorate the Dark Eldar and drive them to cause even more pain and injury

A Chorus of Pain (1-3, 4-5 or 6)
Activation

Activate One unit to shoot. If you used a 6 gain two attack dice for this shooting attack.

If the target unit suffers a casualty all units that charge them gain 3 bonus attack dice.

Whether they mutilate themselves or their fallen foes the Dark Eldar are masters at capitalising on their foes revulsion

Gruesome Mutilation (1-3 and 4-5)
Melee

Your Opponent must reroll all their attack dice which score a hit

or

You may reroll all your attack dice which do not score a hit.

After the combat both sides take a fatigue.

Pain is no detriment to the Dark Eldar in fact it only urges them to seek more pain and a greater thrill

Relish the Pain (4-5)
Melee

Reduce your armour by one and discard three attack dice.

Each of your opponents attack dice that fails to hit adds an automatic hit to the hits you inflict on them.

Gain One Fatigue

The Foe is so easily lead to the slaughter like so many lambs

Herded like Sheep (1-3)
Melee

If the enemy closed ranks increase your armour by 1 and reduce their armour by 1.

Otherwise gain three attack dice.

Gain One Fatigue

The Weapons of the Dark Eldar are not designed to kill efficiently but rather the opposite, they slowly poison the foe with excruciating toxins

Poisoned Ammunition (1-3 or 4-5)
Shooting

Make a shooting attack and Reroll all 1’s or 2’s to hit.

Gain One Fatigue.

The Dark Eldar Share their Craftworld Kin’s ability to travel lightly and over any ground with ease

Fleet of Foot (1-3, 4-5 or 6)
Activation

Choose a Unit (Two is a 6 was used) and make a range M Move. This can be used even if exhausted and does not generate fatigue or count as an activation. This Move Ignores All Rough Terrain Movement Penalties.

All fear the Dark Eldar emerging from the webway and raiding their homes aboard their cruel Raiders

Raiders of the Webway (1-3 and 6)
Activation

Choose a Unit of Dark Eldar and make a range L move with them. This cannot be used to end within S of an enemy unit.

Gain One Fatigue.

Occasionally a particularly vicious moment in combat floods the system with endorphins and pushes them to commit more violence

Invigoration (1-3 or 4-5)
Shooting/Melee

Make an attack. Each casualty inflicted removes a point of fatigue on a 4+ rather than a 6.

As the foe tires the Dark Eldar only grow stronger, as the enemy is wounded the Dark Eldar that remain are more powerful than when they arrived

Majestic Superiority (4-5)
Melee/Shooting

Gain Three Attack Dice.

Gain an extra dice for each point of fatigue on the enemy unit.

With a mass sacrifice of captured slaves the Dark Eldar revel in the utmost pleasure it is possible to experience, as the high fades they want nothing but to get that feeling back

The Dread Lords of Commorragh (6+6)
Orders

Until the End of the Turn

The Melee Armour of all Units is reduced by 1.

All Charges are Free Actions

You can remove one Warrior or Hearthguard from any unit to gain three attack dice.

Sage Abilities do not generate fatigue.

'BEG FOR MERCY!, Not that it will do you any good. - Asdrubael Vect, Supreme Lord of the Kabal of the Black Heart

Special Units

Army Special Rule: Driven by Pain: Units within S of a unit with this rule reroll all failed Power from Pain Tests.

Mandrakes – 1 Point – Hearthguard – One Per Army

Armour 4 (4)
Aggression 2

From Out of the Shadows: Mandrakes may be deployed anywhere more than M away from an enemy unit after all other units have been deployed. They start the game with two fatigue if they deploy in this way.

Horrific Presence: Any enemy unit that ends a turn within S of a unit of Mandrakes must choose one option.

Gain One Fatigue

or

The Dark Eldar Player can make a range VS move with the unit.

Wracks – 1 Point – Warriors

Armour 3 (4)
Aggression 1 ½ / (0)

Insensible to Pain: Wracks Remove Fatigue on a 5+ rather than a 6.

Horrific Vigor: Wracks count as Hearthguards for the “Supremacy” Rule

Acolytes of Pain: Since they relish in the pain and weariness of their foes Wracks may never cause an enemy unit to lose all their fatigue tokens and must always leave them with One.

Scourges – 1 Point – Hearthguard

Aggression 2 (2)
Armour 4 (4).

WEAPON: Range M.
JUMP: May take a Fatigue to make a Range L Move. This Cannot end within M of an enemy unit and does not count as an activation.

We own this night, just as we own the fear that runs in your veins. You may think your numbers protect you, but we shall feast upon your souls before the dawn! - Kilarq Tongueblade of the Kabal of the Lacerated Eye

The Following Is a Test Feedback is Very Welcome, I’m trying to add flavour without creating 3+ Boards Per faction. Eventually I might do them all but for now I’m just focusing on getting all the major factions done.

Cult of Wyches

Replace the “A Chorus of Pain” and “Poisoned Ammunition” abilities with the Following two Abilities.

The Wyches of the Arena are capable of insane feats of acrobatics that most of the mortal races cannot fathom

Un-Natural Acrobatics (1-3 or 4-5)
Reaction Melee/Reaction Shooting

ReRoll all failed Defence Dice

Gain one Fatigue

Wyches bring with them great supplies of drugs to fuel their killing frenzy and enhance the sheer pleasure of combat

A Wicked Cocktail (1-3, 4-5 or 6)
Orders

The Chosen Unit may immediately use the Combat Drugs Special Rule, this does not count as a use of the drugs for the one use rule.

If a 6 is used do not roll a D3 instead choose the Number.

Haemonculus Coven

Warlord Gains the Following Rules

Insensible to Pain: Remove Fatigue on a 5+ rather than a 6.

Master of Pain: Since they relish in the pain and weariness of their foes Haemonculi may never cause an enemy unit to lose all their fatigue tokens and must always leave them with One.

Replace the “Fleet of Foot” and “Posioned Ammunition” Battle Board Abilities with the Following

The Flesh Constructs of the Haemonculus Covens are even more resilient to pain and wounds than the average Dark Eldar

Unrelenting Advance (1-3, 4-5 or 6)
Orders

Until the end of the turn all Friendly Units treat Rough Terrain as Open Terrain when Moving and Enemy Units treat Rough Terrain as Dangerous Terrain.

All Friendly Units that move through Rough Terrain Take a Point of Fatigue.

The gnarled sinew of a Haemonculus construct can be hardened at will to glance even the most determined of foes blades

Twisted Flesh (1-3 and 6)
Melee

Gain Two Defence Dice and Reroll 1’s when using Defence Dice.

Your Enemy cannot use Your Fatigue for this melee.

Gain One Fatigue.

The Dark Eldar see the other inhabitants of the Galaxy as little more than cattle, livestock that can be brought to bay or slaughtered at any time. Their fodder, however, is not meat and muscle, but the anguish and despair of the weak. The Dark Eldar do indeed drink blood, but also tears, and most sustaining of all the raw essence of pain that they wring out of their captives. - Inquisitor Lord Czevak

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