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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
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| Ranged weapons
|
Qualities
|
| Splinter Pistol |
Damage 4d6, Range 50
|
| Splinter Rifle |
Damage 5d6, Range 200
|
| Shardcarbine |
Damage 5d6, Range 150, Area Fire
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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
|
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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