The Great Commorragh Campaign Gear

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Weapons[edit]

Melee weapons Qualities
Heavy Damage +1d6, Parry -2
Knife Damage -1d6
Spear Reach
Sword Parry +3
Flexible Enemy Parry -1d6
Claw Damage +1d6 vs soft armor, can't be dropped
Ranged weapons Qualities
Splinter Pistol Damage 4d6, Range 50
Splinter Rifle Damage 5d6, Range 200
Shardcarbine Damage 5d6, Range 150, Area Fire


Special Weapon Effects[edit]

  • Power Field: +1d6 Damage vs Hard Armor. Destroys any weapon that doesn't have a Power Field on a tie with rare exceptions (relics, daemon weapons, etc). Any melee weapon can have a power field.
  • Agonizer: In addition to being a power weapon victims also have -5 to resist being Stunned from any hit that causes damage. Only Flexible and Claw weapons can be Agonizers.
  • Poison: Unless otherwise indicated Dark Eldar poisons are Potency 15. Only bladed, non-powered melee weapons or splinter weapons can be poisoned.

Armor[edit]

Armor Type AR Weight Special
Wych Suit Soft 2 None Parry +3
Kabalite Armor Soft 10 Light Ritual
Ghostplate Hard 14 Light Invulnerable 3
Warsuit Hard 18 Light

Poisons and Drugs[edit]

Substance Potency Cost Special
Common Poison 15 Upkeep Resolve if imbibed or coating a bladed weapon that does at least 1 point of damage.
Hypex Increase speed by 5 and reduce reflexive penalty for ranged weapons to +2/-2
Serpentin +2 to all melee weapon skill rolls
Grave Lotus +1d6 Damage
Painbringer
Adrenalight Reduce the multiple opponent penalty to +2/-2 per additional foe
Splintermind Gain 1d3 Pain Tokens and randomly gain an enhanced Power From Pain ability (roll 1d10)