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  • File : 1286253216.jpg-(193 KB, 1367x833, Eldar_Scorpion_2.jpg)
    193 KB MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)00:33 No.12332782  
    I come bearing gifts, /tg/.

    I have painstakingly statted out every weapon and vehicle from the Eldar codex, plus a few from Apocalypse/Imperial Armour. I plan on using a good portion of these in a future Rogue Trader session, during which the players will be facing down/fleeing from a more or less complete Eldar army. I don't think I'll get to use all of these stats - Emperor knows a lot of this stuff is a death sentence to an unprepared party - but it's nice to have it in it's completeness. There are, of course, a few things missing, but if I omitted anything, it's intentional (Eldar flamers, for example, appear to be identical in function to Imperial flamers) or accidental.

    These stats are, then, primarily meant for use with Rogue Trader, but I suppose they could be used with Dark Heresy and/or Deathwatch, to some extent.

    So, please have a look-through. These stats are rough, and I'm definitely looking for some serious critique. Eventually, I will have stats for everything in the codex, but for now, I think Weaponry and Vehicles are good starting point.

    Pic related, I statted it too.
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)00:35 No.12332796
    First up, weapons. There are some repeats in here, for my own reference convenience, that are already in print in published RT or DH supplements. Also, I apologize for the imminent wall of text.

    RANGED WEAPONS (Class, Range, RoF, Dam, Pen, Clip, Rld, Special, Wt)

    Avenger Shuriken Catapult (Basic; 80m; S/3/10; 1d10+4 R; Pen 4; Clip 30; Reload Full; Reliable, Tearing; 2.5kg)
    Bright Lance (Heavy; 250m; S/-/-; 3d10+10 E; Pen 15; Clip 5; Reload Full; 35kg)
    D-Cannon (Heavy; 60m; 2d10 E; Pen -; Clip -; Reload -; Blast (3), Warp Weapon, special; 60kg)
    Deathspinner (Basic; 40m; S/-/-; 4d10+5 R; Pen 2; Clip 30; Rld 2 Full; Reliable, Blast (2), Tearing; 4kg)
    Dragon's Breath Flamer (Basic; 30m; S/-/-; 2d10+2 E; Pen 3; Clip 20; Rld Full; Flame; 4kg)
    Firepike (Basic; 40m; S/-/-; 2d10+5 E; Pen 13; Clip 3; Rld Full; Reliable; 20kg)
    Fusion Gun (Basic; 25m; S/-/-; 2d10+5 E; Pen 13; Clip 10; Rld Full; Reliable; 10kg)
    Fusion Pistol (Pistol; 15m; S/-/-; 2d10+5 E; Pen 13; Clip 5; Rld Full; Reliable; 2kg)
    Hawk's Talon (Basic; 100m; S/5/10; 2d10+4 E; Pen 4; Clip 30; Rld Full; Reliable; 4kg)
    Lasblaster (Basic; 120m; S/3/6; 1d10+4 E; Pen 4; Clip 90; Rld Full; Reliable; 3.5kg)
    Eldar Missile Launcher (Heavy; 280m; S/-/-; -; -; Clip 10; Rld 2 Full; 20kg)
    Mandiblasters (Pistol; 3m; S/-/-; 1d10+2 E; Pen 2; Clip -; Rld -; Shocking, special)
    Prism Cannon (focussed) (Heavy; 450m; S/-/-; 5d10+10 E; Pen 10; Clip -; Rld -; Blast (5), special; 80kg)
    Prism Cannon (dispersed) (Heavy; 450m; S/-/-; 2d10+5 E; Pen 5; Clip -; Rld -; Blast (10), special; 80kg)
    Pulsar (Heavy; 800m; S/2/-; 7d10+10 E; Pen 10; Clip -; Rld -; Blast (10), 120kg)
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)00:35 No.12332812
    Pulse Laser (Heavy; 350m; S/3/-; 3d10+5 E; Pen 8; Clip -; Reload -; 35kg)
    Ranger Long Rifle (Basic; 200m; S/-/-; 1d10+3 E; Pen 2; Clip 40; Reload Full; Accurate, Reliable, special; 2kg)
    Reaper Launcher (Heavy; 280m; S/3/-; 2d10+3 X; Pen 8; Clip 12; Rld 2 Full; 12kg)
    Scatter Laser (Heavy; 220m; -/5/10; 2d10+3 E; Pen 3; Clip 300; Rld 3 Full; Reliable, Storm; 13kg)
    Shadow Weaver (Heavy; 280m; S/-/-; 4d10+5 R; Pen 2; Clip 50; Rld 3 Full; Blast (7), special; 30kg)
    Shrieker Cannon (Heavy; 80m; -/5/10; 1d10+6 R; Pen 8; Clip 100; Rld 2 Full; Reliable, Tearing, Toxic; 8kg)
    Shuriken Cannon (Heavy; 80m; -/5/10; 1d10+8 R; Pen 8; Clip 200; Rld 4 Full; Reliable; 10kg)
    Shuriken Catapult (Basic; 60m; S/3/10; 1d10+4 R; Pen 6; Clip 100; Rld 2 Full; Reliable; 2.5kg)
    Shuriken Pistol (Pistol; 30m; S/3/5; 1d10+2 R; Pen 4; Clip 40; Rld 2 Full; Reliable; 1.2kg)
    Spinneret Rifle (Basic; 50m; S/-/-; 3d10+5 R; Pen 10; Clip 30; Rld 2 Full; Tearing; 3kg)
    Starcannon (Heavy; 150m; S/3/-; 2d10+10 E; Pen 8; Clip 50; Rld 2 Full; 15kg)
    Sunrifle (Basic; 90m; S/4/8; 1d10+6 E; Pen 4; Clip 60; Rld Full; Reliable, Storm; 4kg)
    Tempest Launcher (Heavy; 200m; S/5/-; 1d10+5 E; Pen 8; Clip 15; Rld 2 Full; Blast (3), special; 20kg)
    Vibro Cannon (Heavy; 100m; S/-/-; 1d10+6 I; Pen -; Clip 10; Rld 3 Full; Primitive, special; 35kg)
    Wraithcannon (Heavy; 30m; S/-/-; 2d10 E; Pen -; Clip -; Rld -; Warp Weapon, special; 40kg)
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)00:37 No.12332829
    Also, if anyone notices typos, or other clerical errors, those are definitely cool to point out.

    GRENADES AND MISSILES (Class, Range, RoF, Dam, Pen, Special, Wt)

    Eldar Krak Missile (-; -; -; 4d10+5 X; Pen 10; Blast (1); .5kg)
    Eldar Plasma Missile (-; -; -; 2d10+5 E; Pen 6; Blast (6); .5kg)
    Haywire Grenade (Thrown; SBx3; S/-/-; -; Pen 1; Blast (2); .5kg)
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)00:38 No.12332833
    MELEE WEAPONS (Class, Range, Damage, Pen, Special, Wt)

    Biting Blade (Melee; -; 1d10+7 R; Pen 5; Unbalanced, Tearing; 7kg)
    Chainsabre (Melee; -; 1d10+2 R; Pen 4; Balanced, Tearing; 4kg)
    Diresword (Melee; -; 1d10+2 R; Pen 6; Balanced, special; 4kg)
    Eldar power sword (Melee; -; 1d10+4 E; Pen 8; Power Field, Balanced; 2kg)
    Forearm Powerblade (Melee; -; 1d10+1 E; Pen 4; Power Field, Balanced, Defensive; 1.5kg)
    Executioner (Melee; -; 1d10+6 E; Pen 10; Power Field, Unbalanced; 5kg)
    Harlequin's Kiss (Melee; -; 1d10+8 R; Pen 10; Tearing, special; 1kg)
    Laser Lance (Melee; 5m; 3d10+5 E; Pen 8; Unwieldy, special; 6kg)
    Scorpion Chainsword (Melee; -; 1d10+5 R; Pen 5; Balanced, Tearing; 4kg)
    Scorpion's Claw (Melee; -; 2d10 E; Pen 8; Power Field, Unwieldy, special; 10kg)
    Singing Spear (Thrown; SBx4m; 1d10+7 E; Pen special; Power Field, Unbalanced; 55kg)
    Star Lance (Melee; 5m; 5d10+5; Pen 8; Unwieldy, special; 6kg)
    Triskele (Thrown; SBx4m; S/-/-; 1d10+5 E; AP 8; Power Field; 2kg)
    Witchblade (Melee; -; 1d10+5 E; 1d10+5 E; Pen special; Power Field, Balanced; 40kg)
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)00:39 No.12332851
    Additional special rules for a number of weapons...

    Biting Blade: Must be wielded in two hands. If used to make an All-Out Attack against a single target, every successful hit beyond the first adds 1d10 to the damage dealt by all attacks.

    Chainsabre: Usually wielded in pairs, chainsabres are fitted with gauntlets which each incorporate a built-in Shuriken pistol. These pistols may be fired as normal. Additionally, if the wielder makes an All-Out Attack action, the pistols may be fired as a free action (single shot or semi-auto only), suffering the normal penalties for fighting with multiple weapons, and without gaining the bonus for firing at point-blank range.

    D-Cannon: Functions as a Wraithcannon, but is powered by it's own internal source. Also, a D-Cannon may be fired indirectly (Into the Storm, p.115).

    Diresword: When the Diresword deals damage to an opponent, that opponent must make a Challenging (+0) WIllpower Test or take an additional 2d10 wounds, ignoring armour or Toughness. It is immune to the effects of Power Fields.
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)00:40 No.12332856
    Harlequin's Kiss: A wielder of a Harlequin's kiss does not add any Strength bonus to damage inflicted with it.

    Haywire Grenade: All electrical devices - including energy weapons, bionic systems, and vehicles - in the blast radius cease to operate for 1d5 rounds, as if their power had run out. If a Haywire Grenade explodes directly on a vehicle, the vehicle immediately suffers a critical hit as if the user had scored Righteous Fury, adding 1 to the critical hit result.

    Laser Lance: Despite firing blasts of energy similar to a ranged weapon, a Laser Lance functions as a melee weapon. Its increased range allows it to be used against any opponent within 5 metres, and its attacks cannot be Parried, only Dodged. However, due to the nature of its construction, a Laser Lance cannot be used against any enemy 2 metres away or closer.

    Mandiblasters: Incorporated into the helm of Striking Scorpion power armour, mandiblasters may be fired in melee as a free action.

    Prism Cannon: A prism cannon can be fired in either focussed or dispersed mode each round, at the gunner's discretion. Additionally, a gunner may opt to combine beams with any nearby Fire Prisms, with each additional prism cannon beyond the first contributing an additional 1d10+2 damage, and increasing Penetration by 2.
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)00:41 No.12332868
    Ranger Long Rifle: When used with the Aim action, the penetration of the rifle's next shot is doubled to a maximum of 4. If the wielder Aims as a Full Action, the penetration of the rifle's next shot is tripled to a maximum of 6.

    Scorpion's Claw: A wielder of a Scorpion's claw double's their Strength bonus to damage. Also, the claw incorporates a built-in Shuriken Catapult which may be fired normally, or in close combat as if it were a pistol.

    Shadow Weaver: A shadow weaver MUST be fired indirectly (Into the Storm, p.115).

    Singing Spear: A Singing spear functions as a power axe that must be wielded in two hands, or can be thrown as a ranged weapon. If thrown, it returns to it's owner's hand at the beginning of the following turn. It has the additional effect of tripling the user's Strength bonus to damage. Also, it's Penetration is equal to the user's Psy Rating, provided the user is an Eldar psyker.

    Star Lance: See Laser Lance.

    Tempest Launcher: A tempest launcher may be fired indirectly (Into the Storm, p.115).
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)00:42 No.12332877
    Vibro Cannon: Vibro cannons are usually arranged in batteries that fire all at once. The weapon functions similarly to a weapon with the Flame special quality, except that the affected area is 1 metre wide and extends in a corridor out to the max range. All creatures in that area must make an Agility test or be tossed about as the ground beneath them churns and quakes. If they take damage, they must succeed on a second Agility test or be knocked prone. Cover does not protect characters from attacks made by the vibro cannon. If fired in a battery, the weapons combine, widening the affected area by 1 metre and increasing the damage by 1d10+2 for every weapon in the battery.

    Witchblade: A Witchblade functions as a power sword, with the additional effect of tripling the user's Strength bonus to damage. Also, it's Penetration is equal to the user's Psy Rating, provided the user is an Eldar psyker.

    Wraithcannon: If the damage result inflicted by a Wraithcannon is 19-20, the target is destroyed outright (so long as it has a wounds value), regardless of the number of wounds it possesses (Fate Points may be burned as normal). If the damage result is 2-10, the target takes damage and is teleported a number of metres equal to the result in a random direction. If the target is teleported into the same space as another object, move the target into the closest available space, and they suffer an additional 1d5 damage, ignoring armour or toughness. The is part of the Wraithguard's personal power supply, and is nonfunctional if removed.
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)00:43 No.12332896
    Alright, that's it for the weapons. I'm gonna wait a few minutes before I post the vehicle stats (there are 8 stat blocks, comprising 12 different vehicles) and see if there's anyone reading this at all.
    >> Anonymous 10/05/10(Tue)00:44 No.12332899
    Jeez OP, nice work. This must have taken forever. I'm not familiar with Rogue Trader but would these be compatible with Dark Heresy?
    >> Anonymous 10/05/10(Tue)00:44 No.12332904
    Sage 'for roll to see how many body parts fly off you' the game.
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)00:46 No.12332923
    >>12332904

    u mad brah?

    >>12332899

    I would be very cautious about using any of this in Dark Heresy, simply because the difference in power level would make things get very fatal, very quickly. Numerically, though, it should all convert over without any changes.
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)00:53 No.12333018
    Alright, I'm gonna go ahead and jump into the vehicles. All these are extrapolated by comparing the tabletop rules to the vehicles already printed in Into the Storm, so there is some basis in what's already been printed, but I'm sure there's still room for improvement.

    These are the four primary Eldar vehicle upgrades (I omitted Star Engines in favor of just making all Eldar vehicles have an absurd manoeuvrability bonus, which applies to the Flat Out! action, and achieves essentially the same effect). I also didn't specify which vehicles have what upgrades (with one exception) on purpose.

    ELDAR VEHICLE UPGRADES:

    Crystal Targeting Matrix: The driver or gunner of the vehicle gains the Auto-stabilized Trait for firing the vehicle's weapons.

    Holo Field: All attacks made against a vehicle with a Holo Field suffer -30 to any test to hit.

    Spirit Stones: If a critical result of 3 (Staggered) is rolled on the critical hit chart against the vehicle, it is instead counted as 1-2 (Jarring Blow).

    Vectored Engines (Skimmers Only): If a critical result of 5 (Drive Damaged) is rolled on the critical hit chart against the vehicle, it spends it's next turn making a controlled descent instead of crashing into the ground. Treat this as a normal manoeuvre action, but if the vehicle does not reach the ground before the end of it's next turn, it crashes as normal.
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)00:54 No.12333037
         File1286254456.jpg-(67 KB, 800x603, 86068853.jpg)
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    ELDAR JETBIKE

    Type: Skimmer
    Tactical Speed: 40m
    Cruising Speed: 400 kph
    Manoeuvrability: +40
    Structural Integrity: 8
    Size: Hulking
    Armour: Front 15, Side 12, Rear 10
    Crew: Pilot
    Carrying Capacity: None

    WEAPONS

    Twin-linked Shuriken Catapults

    SPECIAL RULES

    Skimmer: This vehicle hovers over the battlefield, allowing it to ignore terrain that might otherwise hamper movement. If it ever becomes completely immobilized due to damage, count the vehicle as destroyed instead as it crashes into the ground.

    Open-topped: Enemies may target the crew and passengers of the vehicle by using a Called Shot Attack Action.
    >> Anonymous 10/05/10(Tue)00:56 No.12333060
    >>12332782
    cool the eldar are steeler fans
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)00:57 No.12333065
         File1286254626.jpg-(119 KB, 800x600, 100_1259-vyper-jetbike.jpg)
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    OH! Also, any reference in these stat blocks to an "Eldar Heavy Weapon" is referring to either a Scatter Laser, Starcannon, Shuriken Cannon, Eldar Missile Launcher, or Bright Lance.

    VYPER

    Type: Skimmer
    Tactical Speed: 30m
    Cruising Speed: 350 kph
    Manoeuvrability: +35
    Structural Integrity: 15
    Size: Hulking
    Armour: All 15
    Crew: Pilot, Gunner
    Carrying Capacity: None

    WEAPONS

    Pilot-operated Twin-linked Shuriken Catapults, or Shuriken Cannon
    Gunner-operated Eldar Heavy Weapon

    SPECIAL RULES

    Skimmer: This vehicle hovers over the battlefield, allowing it to ignore terrain that might otherwise hamper movement. If it ever becomes completely immobilized due to damage, count the vehicle as destroyed instead as it crashes into the ground.

    Open-topped: Enemies may target the crew and passengers of the vehicle by using a Called Shot Attack Action.
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)00:57 No.12333074
         File1286254672.jpg-(58 KB, 560x292, Eldar_War_Walker_Squad.jpg)
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    WAR WALKER

    Type: Walker
    Tactical Speed: 10m
    Cruising Speed: 50 kph
    Manoeuvrability: +20
    Structural Integrity: 14
    Size: Hulking
    Armour: Front 20, Side 20, Rear 20
    Crew: Driver
    Carrying Capacity: None

    WEAPONS

    Two Eldar heavy weapons.

    SPECIAL RULES

    Open-topped: Enemies may target the crew and passengers of the vehicle by using a Called Shot Attack Action.
    >> Anonymous 10/05/10(Tue)00:58 No.12333081
    Nicely done, OP. I've often thought about doing the same for the Tau codex... But Deathwatch has made that somewhat obsolete. One thing that leapt out at me.

    >Diresword (Melee; -; 1d10+2 R; Pen 6; Balanced, special; 4kg)
    >Diresword: When the Diresword deals damage to an opponent, that opponent must make a Challenging (+0) Willpower Test or take an additional 2d10 wounds, ignoring armour or Toughness. It is immune to the effects of Power Fields.

    That is fucking brutal man, especially considering it has Pen 6 to begin with. I'd suggest rather that the when damage is dealt, the opponent must make a Challenging (+0) Willpower Test or take an additional 1d5 wounds and 1d5 insanity - that's a bit fluffier too.
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)01:00 No.12333108
         File1286254800.jpg-(184 KB, 1024x817, IMG_7838-Version2.jpg)
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    ELDAR BATTLE TANK

    Type: Skimmer
    Tactical Speed: 30m
    Cruising Speed: 350 kph
    Manoeuvrability: +30
    Structural Integrity: 35
    Size: Enormous
    Armour: Front 25, Side 25, Rear 20
    Crew: Pilot (Falcons, Fire Prisms, Firestorms, and Night Spinners also require a Gunner)
    Carrying Capacity: None (Wave Serpents can carry 12 individuals, or 5 wraithguard, Falcons and Firestorms can

    carry 6 individuals)

    WEAPONS

    Pilot-operated Twin-linked Shuriken Catapults, or Shuriken Cannon
    Wave Serpent: Pilot-operated Twin-linked Eldar Heavy Weapons
    Falcon: Gunner-operated Eldar Weapon, Gunner-operated Pulse Laser
    Fire Prism: Gunner-operated Prism Cannon
    Firestorm: 3 Gunner-operated Twin-linked Scatter Lasers
    Night Spinner: Gunner-operated long-range Shadow Weaver

    SPECIAL RULES

    Skimmer: This vehicle hovers over the battlefield, allowing it to ignore terrain that might otherwise hamper movement. If it ever becomes completely immobilized due to damage, count the vehicle as destroyed instead as it crashes into the ground.

    Energy Prow (Wave Serpent only): Instead of the more conventional Holo Fields, all Wave Serpents are equipped with a powerful ablative energy field. This counts as a force field with a protection rating of 60 that can never overload.
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)01:04 No.12333152
         File1286255052.jpg-(111 KB, 1024x768, DSCF2125.jpg)
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    >>12333081

    I appreciate the criticism, but the stats for the Diresword are lifted right out of Dark Heresy: Ascension - I didn't have anything to do with that one.

    ENGINE OF VAUL

    Type: Skimmer
    Tactical Speed: 15m
    Cruising Speed: 200 kph
    Manoeuvrability: +10
    Structural Integrity: 55
    Size: Massive
    Armour: Front 27, Side 27, Rear 23
    Crew: Pilot and Gunner
    Carrying Capacity: None.

    WEAPONS

    Gunner-operated Eldar Heavy Weapon
    Scorpion: Gunner-operated Twin-linked Pulsars
    Cobra: Pilot-operated Distortion Cannon

    SPECIAL RULES

    Skimmer: This vehicle hovers over the battlefield, allowing it to ignore terrain that might otherwise hamper movement. If it ever becomes completely immobilized due to damage, count the vehicle as destroyed instead as it crashes into the ground.
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)01:06 No.12333192
         File1286255216.jpg-(90 KB, 800x680, nightwing.jpg)
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    The next couple are iffy. I have no experience with flyers, or the new rules for flying vehicles in Into the Storm, so I had to guess at a lot of this.

    NIGHTWING INTERCEPTOR

    Type: Flyer
    Tactical Speed: 30 AUs
    Cruising Speed: 3,200 kph
    Manoeuvrability: +30
    Structural Integrity: 23
    Size: Enormous
    Armour: Front 22, Side 10, Rear 10
    Crew: Pilot
    Carrying Capacity: None

    WEAPONS

    2 Pilot-operated Shuriken Cannons
    2 Pilot-operated Bright Lances

    SPECIAL RULES

    Pilot Operated Linked Weaponry: All weapons classified as "Pilot-operated" may all be fired by the pilot as one shooting action at targets no more than one AU apart. Roll for hits and damage separately with each weapon.

    Flyer: This aircraft uses aerodynamic principles to stay aloft. When airborne, it must move at least half it's cruising speed at all times lest it crash to the ground. If it ever becomes completely immobilized due to damage, count the vehicle as destroyed instead as it crashes to the ground.

    Impossible Manoeuvres: The minimum speed of this vehicle is one fourth, not one half it's cruising speed.

    Interceptor: When targeting other flyers, the pilot of this vehicle gains +20 on their Ballistic Skill test to hit.
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)01:08 No.12333213
         File1286255327.jpg-(104 KB, 800x761, UlthweEldar-Vampire2Top.jpg)
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    VAMPIRE

    Type: Spacecraft
    Tactical Speed: 30m/30 AUs
    Cruising Speed: 3,000 kph/15 VUs per Strategic Turn in Space
    Manoeuvrability: +20
    Structural Integrity: 45
    Size: Massive
    Armour: Front 28, Side 26, Rear 24
    Crew: Pilot, Co-Pilot
    Carrying Capacity: 30 individuals (Vampire Raider), or none (Vampire Hunter).

    WEAPONS

    Nose-mounted Scatter Laser
    Vampire Raider: Two hull-mounted twin-linked Pulse Lasers
    Vampire Hunter: Two hull-mounted Eldar Missile Launchers, one wing-mounted twin-linked Pulsar

    SPECIAL RULES

    Spacecraft: This vehicle may exit the atmosphere. While in the atmosphere it may operate as a skimmer or flyer at the pilot's choice. It gains all benefits and drawbacks of skimmers and flyers. If operating as a flyer, it must be moving at least half its cruising speed at all times lest it begin a terminal dive to the earth below. In either case, if it becomes completely immobilized due to damage, count the vehicle as destroyed instead as it crashes to the ground (or begins to fall out of the sky in a terminal dive).
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)01:13 No.12333262
         File1286255581.jpg-(162 KB, 2048x1557, Revenant titan.jpg)
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    Disclaimer: I do not intend to ever use the following stat block in my games - but if I did, it would be awesome.

    REVENANT TITAN

    Type: Walker
    Tactical Speed: 15m
    Cruising Speed: 100 kph
    Manoeuvrability: +20
    Structural Integrity: 65
    Size: Massive
    Armour: Front 28, Side 28, Rear 20
    Crew: Pilot
    Carrying Capacity: None

    WEAPONS

    Two Pulsars
    Two Eldar Missile Launchers

    SPECIAL RULES

    Walker: Walkers are able to ignore penalties for moving through difficult terrain, and negotiate obstacles such as rock slides, tank traps, fallen trees, and shattered buildings without penalty.

    Agile: When making a Tactical Manoeuvring action, the pilot may opt not to fire the titan's weapons in favour of increased speed. If he opts to fire only a single weapon, the titan may move as if it's tactical speed was 5m faster. If he opts to fire no weapons at all, the titan may move as if it's tactical speed was 10m faster.

    Jump Jets: As a Full Action, the titan may engage its jump jets. Instead of moving normally, it flies into the air, ignoring any invervening terrain, and lands within 200m in any any direction. It may not fire any weapons the same round it activates its jump jets.

    Titan Holo Field: All attacks against the titan suffer -20 on their Ballistic Skill test. If the titan moved more than twice it's tactical speed in the previous turn, all attacks suffer -40 instead.
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)01:15 No.12333285
    ...aaaaaaand that's it. I know it's an eyeful, but I'd appreciate any criticism anyone can offer. Feel free to use these stats, of course, but be aware I'm going to arrange a lot of this into a compilation, including stats for individual Eldar (aspect warriors, etc.), with the weapons written into their blocks so there's minimal fiddling with pages.
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)01:19 No.12333340
    bumpan for exposure
    >> An0nymous !gkWeiOwuW2 10/05/10(Tue)01:21 No.12333366
    rolled 6187 = 6187

    OHHHHHH MYYYYY GOD!

    You sir are a life saver. I have an RT Eldar encounter this weekend. :D
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)01:22 No.12333379
    >>12333366

    Glad I could help. What sort of encounter, if I may ask?
    >> An0nymous !gkWeiOwuW2 10/05/10(Tue)01:26 No.12333413
    rolled 9594 = 9594

    >>12333379

    A highly changed version of the Into the Storm campaign book.

    I'm adding a war walker.
    >> An0nymous !gkWeiOwuW2 10/05/10(Tue)01:28 No.12333438
    rolled 10642 = 10642

    >>12333413

    .. or was it Lure of the Expanse?

    I forget... I changed a lot of things...
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)01:32 No.12333477
    >>12333413

    Nice. My players currently own an Imperial Guard regiment (Death Korps of Krieg), complete with tanks and a few other goodies (Land Raider, Thunderhawks). I'm planning on using the new rules for Hordes to chart out a full-scale (read: tabletop 40k sized) battle. Should be awesome.
    >> Anonymous 10/05/10(Tue)01:32 No.12333482
    This is some really fantastic stuff OP. Got a template for playing Eldar characters sitting around?
    >> Anonymous 10/05/10(Tue)01:34 No.12333495
    Basically I would increase the damage of the Fire Pike seeing as it's a weaker meltagun with less ammo- I mean shit, at least be on-par with the meltagun in RT. I dunno.

    Some of the weights for this are also quite fucked, such as the Singing Spear weighing 55kg. Seriously, what? This is a race who can make a 1.2kg rifle (Or was the Eldar blaster 1.5?) but cannot engineer a spear that's lighter than the weight of a generic Dark Heresy Acolyte? Goddamn.

    That's pretty much it, I don't particularly care for vehicles so I cannot offer anything in that regard.
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)01:35 No.12333506
    >>12333482

    Not yet. That's a fairly low priority for me, since none of my players have the barest desire to every play an Eldar, but it seems like it'd be simple enough to do, using the Kroot and Ork character creations as an example. How much interest is there in playing Eldar characters?
    >> Anonymous 10/05/10(Tue)01:36 No.12333518
    >>12332904
    Sage on your existence for you being a fucking retarded faggot.
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)01:37 No.12333535
    >>12333495

    The weight for the Singing Spear was based off of the weight for a Witchblade (40kg), published in Lure of the Expanse. It could probably do with being a bit less, though.
    >> Shas'o R'myr !!J5+vjygjQuK 10/05/10(Tue)01:39 No.12333552
         File1286257162.jpg-(67 KB, 594x388, Ahmadinejad Awesome 2.jpg)
    67 KB
    >>12333262

    >Revenant Titan
    >I do not intend to ever use the following stat block in my games

    Good news! I do.

    >205 cation
    >> Anonymous 10/05/10(Tue)01:40 No.12333572
    >>12333535
    Oh, so it is? Well shit, disregard then, I suppose.
    >> Anonymous 10/05/10(Tue)01:44 No.12333610
    . . . My God.

    If my GM ever finds this, my group is FUCKED. He would gladly pull these on us, just to make us rage.
    >> Anonymous 10/05/10(Tue)01:47 No.12333640
    >>12333262
    Is that a woman with huge tits in the background?
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)01:49 No.12333660
    >>12333552

    What are you running, R'myr? If it's Dark Heresy, I'd hate to be one of your players.
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)01:55 No.12333716
    Well, I'm off. Take it or leave it, I'll be back in a few days/weeks with a completed conversion of the entire Eldar codex (sans special characters, though I might include the phoenix lords for shits).
    >> Shas'o R'myr !!J5+vjygjQuK 10/05/10(Tue)01:56 No.12333722
         File1286258174.jpg-(142 KB, 360x480, Pimp 2.jpg)
    142 KB
    >>12333660

    Rogue Trader: Pimps In Space.

    >relinsky and
    >> Anonymous 10/05/10(Tue)01:59 No.12333765
    holy freakin crap, impressive job OP!
    >> Anonymous 10/05/10(Tue)02:01 No.12333782
    >>12333722
    Will they get a chance to pimp some Eldar?
    >> Shas'o R'myr !!J5+vjygjQuK 10/05/10(Tue)02:03 No.12333805
    >>12333782

    In a few weeks, yes. They will meet a planetary governor with very...exotic tastes.

    By finishing that endeavor, it will unlock the Revenant endeavor. That one I'm saving for late November.

    >plowit nova
    >> Iron Lung 10/05/10(Tue)07:42 No.12335739
    bumpan for awesome.
    >> Anonymous 10/05/10(Tue)10:10 No.12336565
    >Hawk's Talon (Basic; 100m; S/5/10
    >Sunrifle (Basic; 90m; S/4/8

    On TT, a Hawk's Talon is Assault 3 and a Sun Rifle is Assault 6. How did you come to these ROF's?
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)10:15 No.12336595
    >>12336565

    *yawn* Good to see this is still here.

    If you'll notice, good anon, the Sunrifle has Storm, which doubles the amount of hits inflicted with it. Stats for both the Sunrifle and the Lasblaster were printed in Into the Storm - they're not mine.
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)10:36 No.12336748
    Bumping for more exposure, before I head off to class to take the midterm I should have been studying for instead of writing up all this.
    >> Anonymous 10/05/10(Tue)10:36 No.12336753
    >>12333535

    40kg for a sword jesus christ.

    Bring back the days when Shuriken Catapuls were Storm Bolters with better armour penetration!
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)10:40 No.12336789
         File1286289646.jpg-(41 KB, 276x350, Warlock1.jpg)
    41 KB
    >>12336753

    Looking at the warlock models, though, I'd say 40kg isn't necessarily out of the question.
    >> Anonymous 10/05/10(Tue)10:43 No.12336808
    >>12336789

    By these rules, isn't the D-cannon and Wraithcannon really shitty?
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)10:47 No.12336839
    >>12336808

    Actually, they're both absurdly dangerous - the Warp Weapon quality means they ignore Armour and Toughness, about half the time will inflict another d5 damage, and occasionally inflict instant death.

    They don't really scale up against creatures with more wounds, but against players... yeah. Also, I just noticed that it doesn't really pair well with the vehicle rules... I'll have to look into that.
    >> Anonymous 10/05/10(Tue)10:50 No.12336865
    >>12336839

    Ah, I thought the 'warp' property was one you made up for the instant death. I'm not especially well versed with Dark Heresy, but I'm great at 2nd ed wh40k :p (have a 2nd ed eldar codex next to me if you want to know anything).
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)10:52 No.12336881
    >>12336865

    Ah, no, the Warp Weapon is it's own thing.

    And yeah! I started playing right after the 3ed codex came out, so there's not a whole lot of change between codex content for me. Is there anything in the 2ed codex that's absent from here?
    >> Anonymous 10/05/10(Tue)11:01 No.12336946
    >>12336881

    Ok, I'll type some shit up, it'll probably take around 10-15 minutes, so hopefully you won't have left for class.
    >> Anonymous 10/05/10(Tue)11:12 No.12337030
    Some of this might be redundant if it's found in other 40k RPG books, but whatever I'll just go over the stuff I didn't spot and what it does, or if the effect is markedly different to what you created (although that's by no means a reason to change it, just for your information).

    Warp Spider Death Spinner - Used heavy flamer template, roll more than targets initiative to wound (+1 to roll if target wholly covered by template). -2 save modifier (equal to shuriken catapult). If save is failed, target dies regardless of wounds. Perhaps a flamer template varient of the weapon?

    Harlequin mask - picks up physic emanations from whoever views it and shows them their darkest fears. Causes fear.

    Harlequin holo suit: -1 to hit at long range, assists with hiding. Ld test or -1WS against user in CC.

    More to come.
    >> Anonymous 10/05/10(Tue)11:17 No.12337070
    Shurken Shrieker Cannon: Can be fired either as a regular Shuriken Cannon or may load and fire a single shot of shrieker ammunition. If target is hit by shriker ammunition target makes a saving throw at -3 (regular shuriken cannon). If failed, the target is infected with the toxin, which will cause them to fall into a violent delirium, moving around haphazardly until the toxin has run, causing the victim to explode. Victim moves 2d6 in a random direction each turn, explodes on a double or a 7. Explosion is 1" radius, S3 no armour modifier. Any squad with a member within 2" of victim must take a break test as they see the gruesome effects of the venom.
    >> Anonymous 10/05/10(Tue)11:18 No.12337085
    No Avatar stats?
    >> Anonymous 10/05/10(Tue)11:21 No.12337111
    Warithcannon: On a hit, roll a dice. 1-3 target destroyed with no saves, 4-6 target is unharmed but moved 2d6 in a random direction.

    D-Cannon: 2" template (same as frag missile). No roll is made to hit, the template is placed in the desired location, then scatter is rolled twice (direction and d6, hit means template stays in current location). Any target wholly under (of 4+ if partial) is hit. 1-4 destroyed, 5 displaced, 6 moved 2d6.

    Displaced Table:
    1. Random position on random table edge.
    2. 4d6 random direction
    3. 6d6 random direction
    4. d6" and inverted, loses movement or immobilised if vehicle
    5. 2d6 and 10m into the air, S10 hit d6 wounds damage.
    6 2d6 random direction, underground, target destroyed and 2" blast S6 d6 wounds -2 save.
    >> Anonymous 10/05/10(Tue)11:34 No.12337213
    In 2nd edition war walkers had a power field protecting the driver with a 2+ invulnerable save against shooting.

    Dark Reaper range finder: +1 to hit, ignores penalties for speed of target.

    Exodite Dragon Knights: same stats as guardian, mesh armour, laser lance. Ride a dragon, basically the same as a cold one (initiative 1). Although in 2nd a laser lance could shoot as far as a shuriken pistol.

    Wraithguard had an armour value of 10 instead of a toughness rating (rendering them immune to poisons and the like). If penetrated:

    1-2: Knocked down lose next movement.
    3-4: damaged, place a wound token. If Wraithguard takes a 2nd wound it is destroyed.
    5-6: Catastrophic Damage: Destroyed and roll for each living model within 2": on a 6 the model is sucked into the warp as the wraithguards spirit stones are destroyed. Effects other wraithguard and wraithlords also.

    That's it really, Eldar have been established and stayed mostly the same for a long time, although the effects were far more varied and interesting in 2nd edition than in later editions.
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)12:27 No.12337662
    >>12337085

    I'll be posting the Avatar, along with everything else in the codex, once I've got the weapons and vehicles solidified.

    >>12337030

    Warp Spider Deathspinner: Another one of those weapons that's already printed by FFG. I didn't know it was originally a flamer, though, and the idea of a monofilament flamer sounds delicious.

    Harlequins: I'm on the fence as to whether or not I should stat Harlequins. I'm not going to use them (the players have a beef with the Biel'tan, strictly), but I might include them for completeness.

    >>12337070

    I... really like this. Much cooler than the Shrieker Cannon in 4ed.

    >>12337213

    >exodites

    Oh man, I didn't even think about that. I think, though, I'll do the whole craftworld eldar thing, then add in exodites and harlequins later. I think carnosaurs have stats in DH already, so it wouldn't be too hard to do.
    >> Anonymous 10/05/10(Tue)12:39 No.12337761
    >>12337662

    Glad to be of assistance! Any excuse to go through my old 40k books, they really are great.
    >> Anonymous 10/05/10(Tue)12:50 No.12337860
    >>12337662

    I'm surprised that Harlequins are not already statted, since they had already statted the Harlequins kiss.
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)13:55 No.12338389
    >>12337860

    Right, kisses and holo-suits are already statted. Flip belts and harlequin masques don't seem like they would be too difficult to figure out, and that's the vast majority of their equipment right there.
    >> Anonymous 10/05/10(Tue)14:51 No.12338843
    >>12338389

    Of course in 2nd you could give them all power fists if you wanted to, or mix up their equipment however you liked with power weapons and pistols (incl hand flamers and needle pistols). You could also equip them with a retractor field in addition to the holo-suit, which I assume is already statted.
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)15:32 No.12339205
    >>12338843

    Yeah, refractor fields are in Into the Storm. I figure Harlequins can equip themselves whatever the fuck they want.
    >> Anonymous 10/05/10(Tue)15:40 No.12339277
    Also, harlequin jetbikes with holofields :D
    >> MyPlayersAreGonnaHateMe !04MQ8sxbsg 10/05/10(Tue)16:07 No.12339579
    Bumping for exposure, in case there's anyone who hasn't seen it yet.
    >> Anonymous 10/05/10(Tue)20:29 No.12342206
    bumping until the end of time
    >> Anonymous 10/05/10(Tue)21:58 No.12343121
    Kudos, OP. Consider this officially stolen. Thanks.
    >> Anonymous 10/06/10(Wed)02:39 No.12346097
    badump
    >> Protofag 10/06/10(Wed)02:43 No.12346150
    someone better archive this.
    >> Anonymous 10/06/10(Wed)02:52 No.12346236
    >>12333535
    >>12333495
    the diresword being 40kg is a typo either in your version of ascension or you read it wrong. i looked because i thought that was ludicrous, and its 4kg

    your singing spear should be about 5kg



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