Just wanted to share that I am working on a Dark Eldar campaign.
The campaign will feature briefings, tough decisions, units, weapons, game rules and game balance changes (well as far as we can edit that; for instance I wanted to edit movement / melee / range / spotting range for all units).
The setting will be across several planets, from the point of view of a commander within a medium-ranked Kabal.
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Total Conversion and New Set of Rules
This is a total conversion mod, with new units, weapons, factions. (but possibly not changing the UI yet)
I decided to try to reproduce some of the tabletop feeling, by making the following rules for all units.
The mod will not alter existing units and scenarios, but you should SAVE the Graphics, data and UI folders by copying them somewhere, just to make sure.
Adding a faction is currently no easy feat as the Editor doesn't support custom factions, so I will provide lso workarounds about that.
The new unit rules are called the "Warmaggeddon rules" (WARMAG).
It as a new set, simulating the Tabletop experience but not being the exact TT, as it bears a large number of adaptations and choices of implementations.
I set them with a spoiler / quote tag to make reading them easier.
They are untested and subject to change.
Please note that I am unfortunately not a TT player (althoug I am passionate about the TT gameplay now tat I read the Codexes), so some things might make you jump...
But maybe it also allows for a nice "mix" for this computer mod.
[spoiler]
Unit stats
- Default movement is now 2 for all infantry units.
- Default spotting range is now 4 for all infantry units.
- Scouts will have a huge spotting range (likely 6 to 8 ).
- Toughness 3 converts to 45 Defense. +1 gives +15 Defense, so Toughness 4 has 60 DEF.
- Strength 3 converts to 45 Attack. +1 gives +15 Attack, so Strength 4 has 60 ATK.
- Ballistic 3 (BS 3) converts to 60 % accuracy. Combined with a normal weapon (85 %, see below), and a distance of 2, you should have 50 % or less hit chances, which sounds proper (you hit with 4+ on tabletop). +1 BS gives +15 % Accuracy.
- Weapon Skill 3 (WS 3) converts to 45 % accuracy. +1 WS gives +15 % Accuracy.
- Armor gives +5 Defense per Armor Save point, and +10 Defense per Invulnerable Save point.
Vehicle stats
Weapons- Vehicles will usually keep very low spotting range values (1 or 2).
- Base movement shall be 4 or 5. "Fast" means at least +2 movement.
- Melee Accuracy will be 1 %, except for vehicles equipped with close combat weapons and with a Weapon Skill (WS).
- Ballistic 3 (BS 3) converts to 60 % accuracy. (like for units) +1 BS gives +15 % Accuracy.
- Vehicles will usually have more Defense that in vanilla, because the TT weapon conversion can lead to devastating penetration and damage (as suitable).
- An average between flank and frontal armor will be taken as "Vehicle Base Armor". VBA will translate into 10 DEF per point, and 1 HP per 2 points (rounded down).
- This means that a Raider, which has 10 Armor on all sides, has 10 VBA. This converts into 100 Defense.
- Open-topped vehicles will receive +2 Spotting but -10 DEF. The Raider is Open-topped, so then has 90 Defense.
- All close combat weapons are range 0-0 and give the 'Assault' trait to their bearer.
- All 6'' range weapons (usually pistols) are range 1-1 and will then be fired in melee range (they are fired when engaging and retaliating to close combat).
- All 12'' range weapons are range 1-1.
- All 18'' range weapons are range 2-2.
- All 24'' range weapons are range 2-3.
- All 36'' range weapons are range 2-5.
- All 48'' range weapons are range 2-7.
- Grenades will usually become range 2-2 weapons with 1 or 2 ammo (however I don't think ammo is managed yet by the game), and usually 50 % base accuracy (to compensate for non-ammo management).
- Range Weapons will usually have 1 shot.
- Weapons with Assault X, Rapid Fire X, receive X number of shots instead of 1.
- Weapons with Heavy X receive X number of shots and the Bulky trait, which prevents retaliation with this weapon.
- Ranged Weapons will usually receive 6 Ammo. (however I don't think ammo is managed yet by the game)
- Close combat weapons receive 1 shot, +1 per model Attack above 1, and +1 per Attack given by the weapon.
For instance, a weapon giving +1 Attacks then has 2 shots. A model with 2 attacks also gives +1 shot. Separate versions of weapons may have to be made for separate models.
- Close combat weapons will usually receive infinite Ammo.
- Weapons with a randomized number of attacks will receive an averages number of shots, rounded up. For instant, bladevanes have D3 attacks, which will translate into 2 shots. Caltrops have D6 attacks, which will translate into 4 shots.
- All range weapons usually default to 85 % accuracy, instead of 100, so as to allow roughly 1 chance out of 6 to fail.
- Dispersion from range usually stays at the -10 % per hex.
- Weapons or attacks which reroll fails are replaced with 115 % accuracy (instead of 85). They can still fail, but from other parameters only, like distance or great defense.
- Armor Penetration (AP) is of 15 % per AP from 6. Meaning AP 5 gives 15 % pen, AP 4 gives 30 % pen, AP 3 gives 45 % pen, AP 2 gives 60 % pen.
- Weapons which ignore all armor receive 75 % penetration.
- Weapons which ignore armor and roll an automatic dice to wound receive a penetration from their hit score score (6+ = 15 %, 5+ = 30 %, 4+ = 45 %).
- Weapons which give an automatic kill will either receive 1 shot with 99 % penetration, or 30 shots with 75 % penetration.
- "Blast" weapons receive Siege (which has no effect) and +1 Shot.
- "Large Blast" weapons receive Siege (which has no effect) and +2 Shots. But one shot weapons won't receive that bonus.
- Weapons which cause Rending or other detrimental / weakening effects will instead receive the Terror trait.
- Weapons which hit from other sources (bladevanes etc) are translated into close combat weapons with a base Attack and a number of shots.
- Weapons which give bonuses to the model, and nothing else, will be translated into new unit variants (if it is an optional weapon) or base bonuses (if automatic), but will not appear as a weapon.
Tactical scale
Other notes- Many missions will be played on a smaller scale: units of 1 men, 5 men, etc are then now allowed.
- Some unit templates are available with different sets: Kabalite Warriors, for instance, are available in Tier I (5 men), Tier II (10 men), Tier III (15 men) and Tier IV (20 men). Some Tiers will allow for the weapon variants they may have.
- Purchase price is form the tabletop. Rough conversion is 1 Tabletop cost = 5 Requisition, to keep things simple.
- The unit costs won't be balanced with the vanilla game, so all units from the vanilla game will also have separate versions in time.
- First tests show an interesting premise and very interesting decisions.
[/spoiler]- A large number of things are impossible to introduce "as is", so I took my own decision regarding these.
- For instance, Dark Eldar have access to Fleet, Combat Drugs or Pain Tokens.
- Fleet has been replaced by +1 Movement for some units, and is otherwise canceled.
- Combat Drugs have a large number of effects (bonus attacks, run chances, weapon skill ...). I decided that its effect will be +1 WS.
- Pain Tokens have a large number of effects, usually topping with Fearless. I decided to cancel this on normal units, and grant Fearless to elite units with access to Pain Tokens.
- Wych Dodge has been replaced by +1 Toughness. I could not separate range from close combat, so I split the bonus in two.
- Mandrakes will always have their Baneblast available (not awaiting a Pain Token), as they won't benefit from Stealth or Infiltrate.
- Unfortunately, Grotesque won't be able to Berserk.
- Talos Chainflails add 2 attacks instead of the best of a die.
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Weapon and Unit List
Weapon list
95 new weapons are currently implemented.
This only addresses the Dark Eldar non-Arcane weapons, non-Boss weapons.
Additional weapons will have to be made for the other factions.
Some close combat weapons have been designed in case the unit receive one, to make its basic melee attack available.
Only those marked with a * begin as equipped on the base version of the unit.
Kabalite Sword
Sybarite Sword
Truebons Sword
Dracon Sword
Wych Blade*
Hekatrix Blade*
Bloodbride Blade*
Syren Blade*
Hellion glaive
Helliarch glaive
Reaver Blades*
Champion Blades*
Beastmaster Whip*
Fiend Claws*
Kymera Bite*
Razorwing Beak*
Incubus Blade
Klaivex Blade
Scourge Blade
Solarite Blade
Mandrake Sickle*
Nightfiend Sickle*
Archon Twin-Blades*
Ur-Ghul Needle-Teeth*
Lhamaean Poison*
Sslyth Halberd*
Succubus Curved Blade*
Haemonculus Claw*
Haemonculus Great Claw*
Wrack Handblade*
Acothyst Handblade*
Grotesque Metalclaw*
Aberration Metalclaw*
Cronos Sprout*
Harlequin Laughter Blade*
Master Laughter Blade*
* (equipped, as a weapon is mentioned by the Codex)
Other weapons are implemented as described above.
- Wych Shardnet
- Wych Impaler
- Wych Hydra Gauntlets
- Wych Razorflails (Wych, Hekatrix, Bloodbride and Syren variants)
- Reaver Bladevanes (Reaver and Champion variants)
- Reaver Cluster Caltrops (Reaver and Champion variants)
- Reaver Grav Talon (Reaver and Champion variants)
- Incubus Klaive (Incubus and Klaivex variants)
- Incubus Demiklaive (Incubus and Klaivex variants)
- Incubus Bloodstone
- Medusae Eyeburst
- Talos Ichor Injector
- Talos Stinger Pod
- Talos Chainflails
- Cronos Spirit Syphon
- Cronos Spirit Vortex
- Harlequin's Fusion Pistol
- Harlequin's Kiss
- Harlequin's Shrieker Cannon
- Harlequin's Hallucinogen Grenades
- Monoscythe Missile
- Necrotoxin Missile
- Implosion Missile
- Shatterfield Missile
- Void Lance
- Void Mine
- Agoniser
- Darklight Pistol
- Darklight Blaster
- Darklight Dark Lance
- Disintegrator Cannon
- Djin Blade
- Electrocorrosive Whip
- Haywire Grenades
- Haywire Blaster
- Heat Lance
- Huskblade
- Minphase Gauntlet
- Phantasm Grenade Launcher
- Plasma Grenades
- Shredder
- Shuriken Pistol
- Splinter Pistol
- Splinter Rifle
- Shardcarbine
- Splinter Cannon
- Venom Blade
Unit List
(will be completed as more units are implemented)
... but I am still working on their sprites.Kabalite Warriors
Kabalite with Darklight Blaster
Kabalite with Splinter Cannon
Kabalite with Dark Lance
Sybarite and all his variants : Splinter Rifle, Grenade Launcher, Pistol and Sybarite Sword, Darklight Blast Pistol, Venom Blade, Agoniser
Wyches and all their variants : Haywire Grenades, Razorflails, Shardnet & Impaler, Hydra Gauntlets
Hekatrix and all her variants (same)
Transports for these units :
Raider
Venoms
... will be completed as more things get in

COPYRIGHT DISCLAIMER
The mod is a free and non commercial, artistic work
It makes use of elements copyrighted by Games Workshop.
All rights are reserved to their respectful owners.
Games Workshop doesn't support the mod, or its author, and is in no way affiliated or related to them.
The mod or its author never received or asked for GW endorsement.
In any case, links to GW references and stores will be provided to access the mod materials:
- The Dark Eldar Codex (7th Edition)
- The Dark Eldar miniatures
- etc.