The Great Commorragh Campaign Gear: Difference between revisions
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===Special Weapon Effects=== | |||
*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== | ==Armor== | ||
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| align="center" style="background:#f0f0f0;"|'''Weight''' | | align="center" style="background:#f0f0f0;"|'''Weight''' | ||
| align="center" style="background:#f0f0f0;"|'''Special''' | | align="center" style="background:#f0f0f0;"|'''Special''' | ||
|- | |- | ||
| Wych Suit||Soft||2||None||Parry +3|| | | Wych Suit||Soft||2||None||Parry +3|| | ||
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|- | |- | ||
| Warsuit||Hard||18||Light|||| | | Warsuit||Hard||18||Light|||| | ||
|- | |||
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|} | |||
==Poisons and Drugs== | |||
{| {{table}} | |||
| align="center" style="background:#f0f0f0;"|'''Substance''' | |||
| align="center" style="background:#f0f0f0;"|'''Potency''' | |||
| align="center" style="background:#f0f0f0;"|'''Cost''' | |||
| align="center" style="background:#f0f0f0;"|'''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) | |||
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Latest revision as of 22:59, 10 March 2013
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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) | ||