Eldar in the Underhive
Here is a posting I found at - www.ezboard.com. The Official rules are in one of the journals.
Eldars in the underhive? do you really hate them so much to send them here? what did they do to you??
once i found some rules over the net, so here they are!!!
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HARLEQUINS IN NECROMUNDA
The following are rules for using Harlequins as "Aliens" in Arbiter games.
These rules have been playtested in a purge scenario and the harliquins almost
won the day. Their points value has since been modified.
Harlequin Cost: 320
Harlequins are the warrior troubadours of the Eldar race. They travel
from craftworld to craftworld performing the ancient dances and plays of Eldar
Mythology. In battle, they combine their acrobatic skill and advanced
technology to become close combat terrors.
Harlequin M WS BS S T W I A LD
Harlequin 6 5 5 3 3 1 7 1 10
Weapons: Harlequins may be armed with any weapon from the harlequin weapons
list and the grenade list. Each harlequin is equiped with a refractor field,
holo-suit and flip belt.
Special Skills: Jump back
Harlequin Equipment List:
Harlequin's Kiss.....200
Chainsword...........25
Power Sword..........50
Shuriken Pistol......25
Laspistol............15
Power Axe............45
Power Fist...........95
Hand Flamer..........20
Web Pistol...........145
New Equipment:
Holosuit
Cost: N/A
Availability: Special
The holo-suit is a programable field which breaks up the outline of the wearer
as they move. Every time the wearer moves his outline appears to explode into
a cloud of tiny, multi-colored fragments. Holo-suits are often worn in
conjunction with a refractor field by Eldar Harlequins.
Special Rules:
Models fighting an opponent wearing a holo-suit must make a leadership test
before each round of close combat. If they fail they must count -1 to their
WS.
Model's equiped with holo-suits are -1 to hit.
A hidden model wearing a holo-suit may only be detected.
Flip Belt
Cost: N/A
Availability: Special
Flip belts incorporate a small anti-gravity device that allows the harlequins
to perform their acrobatic feats. A model equiped with a flip belt ignores
modifiers for rough terrain, falling damage and may leap over other models.
Shuriken Pistol
Cost: 25
Availability: Special
This is the pistol version of the dreaded Shuriken Catapult. The projectiles
consist of small spinning disks capable of slicing throught bone and armor
with ease. These weapons are very reliable.
Range To Hit Str Dmg Save Ammo Special
Short Long Short Long Mod. Roll
0-6" 6-12" +2 4 1 -2 2+ Close Combat
Harlequin's Kiss
Cost: 200
Availability: Special
The Harlequin's Kiss ('Kiss of Evil' in the Harlequin language) is used only
by the Eldar Harlequins. It is a tubular weapon that straps to back of the
forearm. By punching forward, the Harlequin activates the weapon and releases
a tightly curled 100 meter long monofilament wire. The wire pierces through
armor and flesh and uncoils inside the victim's body, reducing his insides to
the consistency of soup.
Special Rules: Determine close combat hits as normal. If a hit is scored the
victim must roll against his intiative. If the initiative roll is failed the
victim is killed. (as in 11 - 16 on the Serious injuries chart.)
Range To Hit Str Dmg Save Ammo Special
Short Long Short Long Mod. Roll
Close Combat Only Special See above
Refractor Field
Cost: N/A
Availability: Special
A refractor field works by bending the light around the wearer. It provides
a 5+ unmodifiable save.
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Eldar Ranger special rules:
Marksman
Infiltrate Ambushes
Armour trained: Mesh
Eldar Ranger Profile
Cost 250
Stat M Ws BS S T W I A Ld
Value 5 3 3 3 3 1 4 1 8
Exp
Equipment:
Camelioline suit (-1 to hit), counts as Mesh Armour
Needle Sniper Rifles
Laspistols
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Skirmishes from the Fringe
The Great Eldar Hunt
Introduction
A number of gangs have been sent into the nether regions of the pit to hunt down
a group of Eldar in this special scenario.
It has been discovered that they have come in search of a special spirit stone,
which will enable them to travel easily into the heart of the empire.
The arbitrator of the Fringe is aware of the approximate location of the stone
and has laid booby traps ahead of time in the region were the hunt takes place.
Outlaw gangs are able to participate, as the imperium is desperate for the
destruction of the foreign intruders.
Terrain
Starting with the attacking players and followed by elder, each person takes it
in turn to place a piece of terrain, either a ruined building, structure of a
connecting walkway.
Once you have placed the terrain, the attacking players place all six loot
counters.
The loot counters may be placed anywhere on the table top at least 12" away from
the table edge.
Gangs The number of gangs participating should be limited to 7000 points worth or
four gangs.
That attacking gangs setup 8" away from the table edge coming on from the corners
if possible.
The eldar can set up 10" from one table edge but not with in 8" of another gang.
Starting the game
The gangs set up on the board first choosing three sides.
The Eldar set up last and move first (they are out numbered).
All gangs may use infiltrate, tunnels, and vents.
Picking up the stone
The counters will represent the possibility of a trap, nothing, or the spirit
stone.
Each time a counter is picked up, the player must roll a D6.
On a '1' the model has located and collected the spirit stone.
However, on the highest roll (a '6' if there are 6 counters left, a '5' if there
are 5 counters left and so on) the model has triggered off a krak grenade.
(See krak grenade on weapon chart for results). Between the highest and the
lowest, there is nothing at that location.
Note that all numbers rolled above the number of counters should be rerolled.
Eldar Gang
4 - Eldar Scouts as per outlaw rule book.
All rifles are needle rifles, pistols are as depicted on the model.
4 - Eldar Swooping Hawks
Their statistics are the same as the scouts.
They are equipped with lasguns and krak grenades.
Their skills are catfall, evade, and leap.
Their wings are similar to Yeld wings described in the outlaw rule book
except they have no chameleonic effects.
Capturing the Eldar Weapon Recovery
1 Needle Rifle
2 Shiriken Pistol
3 Mesh Armour
4 Camourflage Coat
5 Needle Pistol
6 Lasgun
Capturing Eldar
At the end of the game, the nearest ganger automatically captures each downed
Eldar.
The Eldar lack the numbers to recover their comrades.
The ganger responsible for the wounding will receive 50 credits for their gang
and the ganger capturing the figure may loot it for equipment.
See the loot table for recovered equipment (only one D6 roll per figure).
Ending the game
The game will end it the eldar are able to drive away all of the opposing gangers
or the eldar are totally destroyed.
The eldar are on an all or nothing mission for which they have been especially
trained.
The game will also end if the spirit stone is found and taken off the edge of
the board.
This can be done by gang or eldar figure.
Experience
+1D6 for each surviving ganger
+5 for each wound inflicted
+5 for each winning leader
+10 for the figure capturing the spirit stone
Special
The gang who is able to capture the spirit stone is automatically promoted.
If they are an outlaw gang, they will become a normal gang (this includes ratskin
renegades, scavvies or the redeptionists; although a -3 modifier on the outlaw
table will remain for these gangs).
A normal gang will automatically be promoted to watchmen.
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The Hunt'ed
A group of unidentified beings has been recorded in the spire,
apparantly the came in through airvent #00274859. A local watchman has
put up a Bounty on the heads of these creatures. Anyone who brings back
evidence of the death of some of these will be rewarded very handsomely.
But these creatures are no stupid green skins these are the highly
skilled profesional Eldar scouts and you have walked into one of their
traps. "Look out, Its an Ambush, aaaaarrrrrggggghhhhhhh!"
GANGS
Any number of gangs can take part in this scenario. The number of gang
members who turn up is as follows:
1 gang: whole gang turns up.
2 gangs: 6 randomly determined members of each gang.
3 gangs: 5 randomly determined members of each gang.
4+ gangs: 4 randomly determined members of each gang.
DEPLOYMENT
Models must be deployed all within 4" of each other, and more than 12"
away from any table edge. Players may not use vents or tunnels, all
models may not start in hiding or overwatch. Scenery is set up by the
person who is using the Eldar scouts and placed in a square kind of
layout with the middle section where the gangers start completely in the
open. Set out the eldar scouts so that they are all in hiding.
STARTING THE GAME
The Eldar Scouts have the first go and may start in overwatch too. Each
player should roll a D6 to decide the order in which play continues.
THE ELDAR SCOUTS
In "The Hunt'ed" there will be 8 Eldar scouts ambushing its prey, One
person, probably an Aribiter, controls the eldar scouts as if they were
a normal gang
The Eldar Scout profile is as follows:
M Ws Bs S T W I A Ld
5 3 3 3 3 1 4 1 8
Weaponry:
An Eldar Scout is armed with a Needle Sniper Rifle, a Sword and also a
Finely made Laspistol (automatically passes ammo rolls).
Wargear:
Eldar scouts also wear Mesh Armour and Cameleoline Cloaks
Eldar Scout Skills
Marksman, Ambush, Infiltration Cameleoline Cloaks mimic the colours and
textures of their surroundings. Because of these anyone shooting at an
Eldar Scout has an additinal -1 penalty to hit.
WOUNDING THE ELDAR SCOUTS
Eldar scouts are wounded in the same way as gangers, but if an Eldar
Scout rolls Dead on the serious injuries chart, and gangs drove the
eldar scouts off, then they may recover part of an Eldar scout (the
Eldar Token) to prove to the watchmen.
If one or more gangs are left after the Eldar have been defeated,
then the Gangers will have to fight for the Eldar Token. Each gang
chooses one Ganger with the highest leadership. These Gangers takes part
in an old fashioned shoot out. Each ganger rolls 1D6 and adds his
Initiative to the score. The ganger with the highest score goes first,
followed by the second highest score and so on. When the ganger draws
his weapon, he draws a weapon in this order: Pistol, Basic, Special,
Heavy. Then, he fires it on another ganger in the shootout of his choice
at short range. This process continues until only one gang member is
left on his feet. That Ganger's gang gets the Eldar Token.
ENDING THE GAME
The game ends when either all of the gangs bottle out and therefore the
scouts win, or the Gangs can win by either of 2 ways:
1) getting all gang members off the board
2) making the eldar scouts bottle out (eldar scouts only take bottle
rolls after 50% casualties)
EXPERIENCE
+D6 Survives
+5 Wounding an enemy gang member
+6 Wounding an Eldar Scout
+6 Killing an Eldar Scout
+10 Gang leaders that are still on the board when Eldar scouts are
driven off
AFTER THE GAME
Find out if any Tokens were received and who receives them, whoever does
may report to the watchmen and receive their reward of 50 creds per
token, which is added to income before deductions
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