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Weapons[edit]
Melee weapons
|
Qualities
|
Heavy |
Damage +1d6, Parry -2
|
Knife |
Damage -1d6
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Spear |
Reach
|
Sword |
Parry +3
|
Flexible |
Enemy Parry -1d6
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Claw |
Damage +1d6 vs soft armor, can't be dropped
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|
Ranged weapons
|
Qualities
|
Splinter Pistol |
Damage 4d6, Range 50
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Splinter Rifle |
Damage 5d6, Range 200
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Shardcarbine |
Damage 5d6, Range 150, Area Fire
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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
|
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 |
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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.
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Hypex |
|
|
Increase speed by 5 and reduce reflexive penalty for ranged weapons to +2/-2
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Serpentin |
|
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+2 to all melee weapon skill rolls
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Grave Lotus |
|
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+1d6 Damage
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Painbringer |
|
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Adrenalight |
|
|
Reduce the multiple opponent penalty to +2/-2 per additional foe
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Splintermind |
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|
Gain 1d3 Pain Tokens and randomly gain an enhanced Power From Pain ability (roll 1d10)
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