Back to The Great Commorragh Campaign Main
Weapons
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
- 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
|
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 |
|
|
|