DARK ELDAR

 

The Dark Eldar are inured to terror and death, taking a positive delight in the infliction of pain and misery.  They emerge from Commorragh, their home world, hidden in deep space somewhere for slave and loot raids.  They are the most feared pirates in the entire cosmos.  They seem to be able to manipulate the warp with pinpoint accuracy and may even appear directly above planets.

Gameplay Notes:  Treat as Drow for all intents and purposes with the same physical, spiritual and societal makeup.  

Below I have listed some common Dark Eldar weapons.  The prices are all black market prices as attempting to sell or display these weapons obviously would bring down the wrath of the Techno-Priests who deem all such weapons as the propriety of the Machine God.

Weapon        Ammo  
 Cost (Cr)TLRoFRange (M)DMG (Crit)SizeTypeRecoil RndWt.Cost (Cr)
Combat Dagger5,00015 -Close3d4 (18)SS - - - -
PunisherKCr1016-Close2d12 (19)MS - - - -
Splinter RifleKCr1516 150m 8d10 (18)MPN******
Dark LanceKCr5016 250m 8d12 (17)LEN******
ShredderKCr5016 320mSpecialSEN******
DestructorKCr10017150mSpecialL*N******

* Special, see description.

** Dark Eldar weapons come with a limited number of charges, once these charges are used they can no longer be used as energy weapons.  The Imperium does not currently have the technology to recharge these weapons.  Assume each weapon has 2d6+10 charges of use remaining.

Dark Eldar Combat Dagger                                                                                                             The Dark Eldar employ a number of hand-held weapons designed to eviscerate, lacerate and incise at close quarters.  Although varying widely in design and use, all employ a similar technology in their construction.  They are built from very lightweight materials with blades honed to a mono-molecular edge capable of cutting through even cearmite armour when sufficient force is employed.   This is reflected in the weapons statistics.

Dark Eldar Punisher                                                                                                                          The Punisher is specifically designed to be attached to a weapon allowing the weapon to be used as a blade without penalties.  Some Punishers come with powerful shock fields (such as the Punisher depicted below) have also been recovered, and utilise an energy generation and transference systems as yet beyond the comprehension of our Tech-adepts.  The cost in the weapon chart assumes an Electro Punisher, half the cost if the Punisher has lost its energy.   Punisher Daggers are also available, with or without the electro pulse.  Treat the electro shock effect as the Shocking Grasp spell cast by a level 16 Sorcerer (pg. 251 PHB).

Splinter Weapons

The standard armament of Eldar pirates is the so-called splinter rifle.  This gun derives its name from its ammunition, as it fires a hail of splinter-like shards at the enemy.  A highly sophisticated magno-electric impulse is used to break the ammunition crystal into small fragments, which are then propelled along the barrel at incredible speed with the same energy pulse.  Often the ammunition crystal is impregnated with various toxic substances, the preferred toxin is Eldar Sleeping Poison (treat as sleep spell with no HD limit).  With its highly efficient firing mechanism and lack of recoil, the splinter cannon can be fired by a warrior even when on the move, making it an excellent weapon for supporting the fast moving pirate raiding parties.  Splinter cannons carry double the ammunition load and have +10m range increment.  Splinter weapons are cone based AOE weapons.  The cone at its widest point is half the range increment.

A smaller version of the splinter rifle is the splinter pistol. It is often carried as a side arm by assault and shock troops and the only disadvantage of its smaller size is a more limited effective range (half).  Splinter pistols and other splinter weapons are often fitted with vicious combat blades, which the Dark Eldar use to slash and stab opponents in close combat.

Dark Lance and Disintegrator                                                                                                   Like all Eldar technology, the heavy weaponry that is employed by pirate raiders utilises an order of technology far different from the Imperial standards.  The dark lance is comparable in its role to that of the standard issue imperial lascannon - that is to say, its primary function is to destroy heavily armoured targets.  However, the dark lance does not employ standard laser technology as we know it, but instead fires a stream of what is, for want of a better term, 'dark matter'.  The origin of this substance is unknown, although there are a number of thesis's claiming it can be found in black holes, warp storms and other celestial phenomena of great magnitude. This  dark matter works by reacting catastrophically with its target, producing a blast that is more than capable of destroying any vehicle regardless of the thickness of its armour, or totally vaporizing a foot soldier. 

The disintegrator employs a more unstable form of this dark matter and battlefield reports show that it can be used in several firing modes, unleashing a single ball of ravening energy or a lethal salvo of powerful energy bolts.  Treat the disintegrator as the spell Disintegrate as if cast by a level 16 Wizard of 18 Intelligence.  It maybe used in a an AOE mode as listed in the PHB (pg. 195) or single target mode, where the target is no larger then an average human.  If used in single target mode the target receives a -2 to their Fortitude save.

Shredder                                                                                                                                       There are a number of weapons entirely unique to Eldar pirates, although they often draw upon technology found in the weaponry of the Eldar of the Craftworlds. The shredder unleashes a web or mesh of monofilament wire, often with minuscule barbs or serrations long its lines.  This mesh entangles the victim, slicing them to pieces as they struggle.  Its dense cloud is also highly effective at finding weak points in a vehicles armour, but is thankfully short ranged.  Treat the Shredder as the Imperial Web-Launcher except that it deals 1d6 dmg per round unless the target remains still.

Destructor                                                                                                                                       The destructor fires a stream of virulent organo-acdic compounds, which can melt through armour and sear flesh.  The effects of these toxins can include blood vessel explosion or implosion; pharynal contraction: extensive haemolysus; skeletal disintegration; sclerotic corrosion; intercostals spasms; hyper-reacted thermoreceptors and chemoreceptors; Eustachian damage; retinal scarring cardiac and respiratory atrophy and aqueous humour deprivation.  In simple terms, the victims are hideously blinded and disorientated, their skin feels as if it is burning, their respiration and even the circulation of their blood is erratic and extremely painful.  Each time the Destructor lands a hit select 1d4 random poisons from the Poison table on pg. 79 of the DMG.  Apply all affects listed affects as normal.  The destructor also does 1d6 of dmg.

OTHER WARGEAR                                                                                                                          Below you will find a list of other wargear used by the Dark Eldar which the Imperium has little or no data on;  Agoniser, Blaster, Eldar Combat Drugs, Gruesome Talisman, Haywire Grenades, Hellglaive, Hellion Skyboard, Hell Mask, Plasma Grenades, Poisoned Blades, Reaver Jetbike, Scissorhand, Shadow Field, Soul Seeker Ammunition, Stinger, Terrorfex, Tormentor Helm and the almost mystical Webway Portal.

PRESTIGE CLASS                                                                                                                           The Dark Eldar have access to the Stellar Corsair prestige class.  You can find the Stellar Corsair in  Dungeon Magazine #92 under the Spelljammer section.