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Made in de
Decrepit Dakkanaut







Hi,
I tried to gather all rules people gathered on Warseer, BolS, Heresy Online and 40k-Online from browsing through the Codex at GD UK. Inaccuracies and incompleteness not avoidable. I try to update this as time allows. Here we go. Last changes coloured dark red.

General Remarks/Rules
3 kind of armies with this book: Kabalyte, Wych Cult and Haemunculus army. But units are strong enough to make most combinations competitive as well. No point costs yet, as the Codex only had the main entry pages. But preview copies of the Codex should be instore in 2-3 weeks.

Universial rules
Night vision rule army wide (= acute senses?)
Strength through pain (mostly for Wych Cult units): After destroying non-vehicle unit, DE unit gets one pain token (1+ tokens means unit gets FNP, 2+ tokens means army gets Furious Charge, 3+ tokens means army gets fearless). Maximum is 3. Even better, characters and units combine pain tokens. So a unit with one and a character with one would both count as having 2 if they joined. And Haemonuclus and a couple of other things come with one automatically.
Combat drugs: One roll for all unit with combat drugs before the game (all get the same).
Shadow Field in, 12“ assault not.
Dark Lances are still AP2 and can only be selected for 10 strong warrior squads. Splinter rifles are poisoned strength X that always wound on a 4+, Splinter cannons can fire assault 4 or heavy 6.
3-5 new units ,no old ones dropped. New units seem to be: New Archon bodyguard, new man-sized Haemunculi construct, new beast for beastmaster, Venom transport and something else.
Splinter weaponry makes a wound in a 4+ (normal poison weapon).
Dark Matter spam is gone with a more realistic allocation of heavy/special weapons mainly based on squad size. Similarly for reavers.
Web portals are still in. Archons or Haemunculi (dieembarked!) drops it in the shooting phase. It then acts more or less like a board edge that you can bring reserves on. The WWP is indestructible once it's down...and in a change, cannot be used to bring on vehicles. Also, if you have a WWP you can always put things in reserves even if the mission doesn't allow.
Disintegrators are no longer plasma cannons, they are S5 AP2 Heavy 3.
terrorfex/horrorfex grenade launchers are out.
DE seem to no longer have a rule saying they are always the attackers in scenarios with an attacker and defender.
No psykers in the army except Harlequin Shadowseer (who is not a Dark Eldar)

HQ
8-9 Special characters, including all current one's except Kruellagh and not including Arhra.
No jetbike or skyboard option for non-SC HQ, but several ID weapons.


Asdrubal Vect
Even more expensive but hard hitting , costing about as much as Mephiston (Dais not compulsory).
Dais is AV 13 13 13 with three Dark Lances. He seizes the initiative on a 4+.

Lady Malys
His Ex-Wife.
Immune to psychic powers and passes this ability onto any unit she joins.
She allows to redeploy D3 units after deployment...including placing these units back into reserve.

Lelith Hesperax
4++ save, 3++ in combat. S3. Her hair counts as a shardnet + impaler. Her knives are power weapons. She doesn't use combat drugs, as she is skilled enough With Weapon Skill 9 and four attacks which ignore armour saves, plus an extra one for each point her weapon skill is higher than her foe's, Lelith can murder entire squads.

Drazhar
Eternal Warrior and rules/stats similar to Phoenix Lords.

Urien Rakarth
Master Haemunculus.
Gives out d3 free pain tokens at the start of the game, which must go to wrack or grotesque units,
also regains a wound at the start of each of his turns as his flesh re-knits itself.
He can make the small constructs troops, and he can give grotesques S6 instead of their usual S5 for 5 points each.


Kheradruakh, the Decapitator
mandrake champion, still with 4 arms.
Always starts in reserve, player can place him anywhere without a roll but at least 1" or 2" away from enemy units.

Duke Sliscus the Serpent
a corsair captain- nasty counterpart to Yriel who isn't that great a fighter but gives bonuses to the rest of your army.
Concept wise he is David Bowie in space, a really glam rocker dude.
Can confer 3+ Poisoned onto one unit's shooting attacks. Also, he is the Dark Eldar character who tore out Lukas The Trickster's heart.
Ability to give you 2 rolls on the combat drugs chart, picking the result you want.

Baron Sathonyx
has a skyboard
Makes Hellions troops (Hellions are not part of the Wych cult anymore but something independent)
Special skyboard gives him +2 str on the charge (so +3 with his hellglaive) but no power weapon or combat drugs.
Makes pulling enemy IC's out of units virtually guarenteed. He also shields the unit from fire very effectively if there's decent cover around.


Archon
WS7, BS7, +1 BS, +1WS, +1A, +1LD compared to previous edition, can take Blaster (18“ range).
If he kills and enemy MC/SC in close combat, he doubles his Strength to 6. If he kills another one, he doubles his Strength to 10.
Can have bodyguard retinue called 'Court of the Archon' which is a retinue like an inquisitors.
The Court Of The Archon is the Archon's new bodyguard option. It is somewhat inspired by Greek mythology. Options include a retinue member which grants 2+ Poisoned to the entire retinue. This option is unbelievably cheap for what it does. Other options include Ur-Ghuls (which had FNP) and Medusae (which have an 'eye laser' ranged attack).
He can take different numbers of 4 different types of guards. ie. he can take some of one type and a few of another etc. (I would recommend keeping it down to 10 members so they can ride in the archon's pimpin' raider).
Medusae- ranged eye laser style weapon (edit: the background for these are pretty cool; they're basically brains-on-stalks that possess hosts for them to leech off their emotions)
Ur-Ghuls- furious charge, feel no pain cc monsters with i5 and 3 s4 attacks base
Lhameans- poison masters
Sslyths- 2 wound snake-like mercenaries armed with shardcarbine, splinter pistol and cc weapon (they have 4 arms). also have FnP
1-2 lhameans
1-2 medusae
1-3 sslyth (these are not cheap, above double a marines cost)
1-5 ur-ghuls
so you NEED to take at least one of each
To make things a bit difficult, ruleswise it is not a retinue, as the Archon can be singled out in a cc attack.


Wych Lord (Succubus)
as archon but +1 WS, I and -1 BS, LD, sv
wargear is minimal, mainly wych weapons and other combat gear, nothing too special. comes with combat drugs as standard


Haemunculus
FNP
Wargear:
The crucible of malediction: all psykers within 3d6 take a ld test or get removed from play (one use only).
Archangel of pain: all enemies within 3d6" failing a LD test get WS/I1 until end of turn (combine that with a Lelith attack ).


Haemunculus Ancient
(quite different from Haemunculus)


Troops


Warriors (also in an elite version, upgrade names: Kabalite warrior, Synabite, Kabalite Trueborn, Dracon)
Stats as before. 9 points. Splinter Rifle rapid fire, no plasma grenades or Splinter pistols.
Dracons have lost -1WS, -1BS, and -1I but gained +1A. Sybarite are same as before with +1LD. Trueborn are same as Sybarites. Kabarite warriors are just that, warriors.
Unit Type: Infantry (5-20)
WARGEAR: Splinter Rifle, Kabalite Armour
Special Rules: Fleet, Night Vision and Power From Pain.
Fluff text says Trueborn escort their Archons to battle, so these guys can probably be HQ Retinues. Dracons are Trueborn veterans.


Wyches (also in an elite version, upgrade names: Hekatrix, Hekatrix Bloodbride, Syren)
]Wych are same as before, Hekatrix and Bloodbrides are same as Wych Succubus with +1LD, Syrens are same as Hekatrix with +1A.
Unit Type: Infantry
Special Rules: Fleet, Night Vision, Power from Pain.
WARGEAR: Close combat weapon, combat drugs, plasma grenades, splinter pistol, wychsuit.
6+ armour save, 4+ inv against cc attacks. Upgrades with special close combat weapons.
Their weapon options are:
Shardnet and Impaler: -1A to enemy in combat and base contact (to a minimum of 1),
Hydra Gauntlets: +d6 attacks for 2 CCWS rather than +1A (Yes - really!) or
Chain-of-blades weapon gives +2A, as well as re-rolls to hit and to wound.


Elite


Incubi(Upgrade: Klavex)
T3, S3, WS5, 2 attacks but lose Tormentor Helm, with a 3+ save, can be upgraded with an Exarch (one option „preferred enemy“).
Have Klaives (2 handed powerweapon +1 strength). The klaive gives the unit to roll again (only one time) the 6 to wound.
Their squad leader (WS5, 3 Attacks) has a weapon that either gives him +2 S or +2 attacks (2 single handed weapons), and gives each member of the squad another attack on a roll of 6 to hit (no limit)
Have hand flamers like BA. Can chose an IC as preferred enemy. Klaivex has some more rules, one similar to Old One eyes but not as good as blood angels blood talons.
WARGEAR: Incubus warsuit
Klaive: 2H weapon that gives +1S
Demiklaives: Power Weapons, +2A or +2S chose each round before making attacks
Bloodstone: Template, S3 AP3 Assault 1
Special Rules: Fleet, Night Vision and Power from Pain.
Special Rules: Klavex only
Onslaught: If a Klavex is in the unit, wound roll of 6 by Klavex or Incubus allows for bonus attacks, these cannot produce more attacks.
Murderious Assault: Klavex points at an IC and gains Preferred Enemy against that IC, can be done every assault phase
Unit size 3-10. Have fleet.

Mandrakes
5-10 unit strenght, have the Fleet, Infiltrate, Move Through Cover and Stealth universal special rules, but not strength from pain rule.
They have normal cc weapons, they gain a shooting attack after they get a pain point (by killing a unit or e.g. given to them by someone else), ranged attack str4 ap4 assault 2 pinning

Harlequins
As in Eldar Codex. No Solitaire.

Grotesques
Bigger with Ogryn stats. S/T5 3W, FNP. Don't have strength through pain rule. Urien allows them to be upgraded to S6. Shoot S4 AP4 Assault 2 fire attacks.
They take up 2 spaces in a transport (like Ogryn) they have to take a Ld test if an IC isn't accompanying them, and if they fail they inflict 2D6 attacks on nearby units before all dying.


Wracks
New. "Man-sized Grotesques". FNP, can be made troops by Urien and Haemunculi


Fast Attack
Hellions
Have hit and run. A character with a special hellboard gives the unit the ability to pull ICs out of the unit!

Scourges
Deepstrike. Standard with a assault 3 18" splinter weapon and can have heat lances (18" S6 AP1 Lance, Melta). 4+ armour save, 6++ inv save. Seem to get some kind of haywire grenade launcher They have wings meaning they are JUMPPACK not jetpack.
A unit of 5 can have 15 poisoned shots from 18" away without any upgrades.
A full unit of 10 can pack 4 shredders for 4 str6 templates, 4 splinter cannons (36" range) for a RIDICULOUS amount of poison nastiness, 4 heat lances for anti-tank, or 4 of any other special/heavy weapon you want


Beastmaster
Beastmasters ride skyboards and can take 3 different kinds of beasts, but each beastmaster must chose one kind, no mix..
1-5 beast masters per fast attack choice (still just one unit).
The clawed fiend is the biggest, with 4 wounds and 4 attacks, the fiend also gains an attack for every wound it suffers;
Warp Beast has one wound, but also a 4+ invulnerable save and a couple of attacks;
Some bird swarm is sort of in between - multiple wounds, 4 A and rending.
Kymerae are 0-5 per master, clawed fiends 0-1 per master





Reaver Jetbike (Upgrade. Arena Champion)
Can turbo boost 36", S3, T4, 5+ save, -1 to save and -1 to strength compared to previous edition. Jetbike gives +1 to save and +1 to Toughness (included in the profile).
They can perform a "fly-by" attack on units they fly past WITHOUT getting into CC. There were several upgrades for reaver jetbikes that inflict different numbers of S3/4/6 hits on units when doing their 'fly by' attack.
Can take Melter Blaster (S8 with Melter AND lance special rule)
Have strength through pain rule.
Blade under jetbike causes pinning test when wounding.
WARGEAR: Wychsuit, splinter pistol, close combat weapon, combat drugs.
Reaver Jetbike: +1T and 5+save, built in Splinter Rifle and 36" Turbo Boost
Bladevanes: Turbo Boost over any number of units, select one unengaged, nonvechile unit you have passed over. Each bike does D3 S4 AP- hits. Cover Saves allowed.
Cluster caltrops: Same as above but does D6 S6 AP- hits
Grav-Talon: Same as Bladevanes, D3 S4 AP-, if target suffers 1 or more unsaved wounds it must immediately take a pinning test.
Special Rules: Night Vision, Power from Pain, Skilled Riders


Heavy Support
Ravager
Fast, skimmer, open-topped, AV 11 11 10, can fire all three dark lances at cruising speed

Talos
In a standard and lighter version. Both similar size, no model in the near future. Lighter version is called Cronos or Parasite (?). When the Cronos kills a model with one of its weapons, it generates a pain token up to one per weapon per turn. You may chose to with nearby unit it goes.

Razorwing Fighter
Seem to be Skimmer, not flyers as previously said.They have aerial assault rules that mean they can move and fire all their weapons, they can also take a range of missiles. One of them: Implosion missiles, small blast, all models touched by it take a characteristics test on their wounds and if they fail it they instantly die. They can purchase up to four missiles of any of the following types and may be a mix of them. There are neurotoxin ones, imploding ones, soul stealing ones or something, and good old fashioned explosives.


Voidraven Bomber
Seem to be Skimmer, not flyers as previously said. It is AV 11/11/10, movement 36" with duel strength 9 Ap 2 dark lances, can move 36 inches, fire all weapons when moving 12, can drop a strength 8 bomb along its flight path. Costs as much as Rhino plus Ravager.
They have aerial assault rules that mean they can move and fire all their weapons, they can also take a range of missiles, range 48". One of them: Implosion missiles, small blast, all models touched by it take a characteristics test on their wounds and if they fail it they instantly die. They can purchase up to four missiles of any of the following types and may be a mix of them. There are neurotoxin ones, imploding ones, soul stealing ones or something, and good old fashioned explosives.

5 HS options, 2 old, 3 new
2 new units in Heavy Support:
razorwing fighter
voidraven bomber


No vehicle above AV 11 (except Vect's Dais)


Transports
Raider
Fast, skimmer, open-topped, AV 10 10 10
More expensive by 5 points, many upgrades, a.o. +2D6 movement and 5+ Invulnerability save
has a Dark Lance

Venom
Artwork has DE riding it and harlies dont have it as a option. Has a TL splinter rifle and can upgrade to a splinter cannon
Formerly in Harlequin list (capacity 5)

This message was edited 45 times. Last update was at 2010/10/07 23:10:37


Hive Fleet Ouroboros (my Tyranid blog): http://www.dakkadakka.com/dakkaforum/posts/list/286852.page
The Dusk-Wraiths of Szith Morcane (my Dark Eldar blog): http://www.dakkadakka.com/dakkaforum/posts/list/364786.page
Kroothawk's Malifaux Blog http://www.dakkadakka.com/dakkaforum/posts/list/455759.page
If you want to understand the concept of the "Greater Good", read this article, and you never again call Tau commies: http://en.wikipedia.org/wiki/Utilitarianism 
   
Made in us
Unbalanced Fanatic





Jacksonville, NC

Very interesting. I dont want to be a band wagon jumper guy, but the new models are stunning. Will probably sell of a couple of my armies and purchase this one.

 
   
Made in us
Awesome Autarch






Las Vegas, NV

You rock, Krrothawk. Thanks for putting this together.

   
Made in us
Regular Dakkanaut




All over the Galaxy ;D

Gunna be very interesting army playstyle/list.

Good compilation though!


The best darn wargaming discounts in the galaxy! 
   
Made in us
Awesome Autarch






Las Vegas, NV

Ah, they decided not to go 12/10/10 with the Raiders like we had heard, huh?


Automatically Appended Next Post:
And no more WWP?

This message was edited 1 time. Last update was at 2010/09/27 19:39:51


   
Made in us
Slaanesh Chosen Marine Riding a Fiend






The sink.

Hm so I wonder who can take the splinter carbine that was mentioned previously? (18" range, assault 3, poisoned 4+) Hopefully that's an upgrade for warriors.

Wyches and Incubi sound really nasty in CC. Bummer that the Solitaire isn't in there.

Anyone heard anything about psychic defenses? They'll need that to compete with certain armies.

This message was edited 1 time. Last update was at 2010/09/27 19:41:17


 
   
Made in us
Battleship Captain





Perth

I'm going to be curious to see what the point costs on the Incubi are. I mean, let's break it down - T3, S3, A2 and a 3+ save. I'm assuming they'll have WS4 since the leader gets WS5. The klaives give them +1S, so now they're up to S4. With their WS4, S4, and 3+ save, they're MEQs with power weapons that get another attack when they roll a 6? How many points is that going to be? While I'd like to see these guys being cheap, for that many special rules, I can see them easily being overcosted and unusable like SM Vanguard Vets.

Man, I wish there was a real Black Library where I could get a Black Library Card and take out Black Library Books without having to buy them. Of course, late fees would be your soul. But it would be worth it. - InquisitorMack 
   
Made in gb
Twisted Trueborn with Blaster



Shropshire

I'm not yet utterly convinced by all these rumours. Whilst most have been verified by numerous gamesdayers, some of them (the venom, elite warriors and wyches) seem to have only come from one guy on 40konline. I don't know the poster, nor the forum, so i'm reserving judgement.

Also, Urien Rakarth is allegedly getting a new model in the first wave, but nothing's been seen or heard of him yet.

"Marion! For Gods sake, you're going to die!"
"Ah, but then I'll wake up in a magical fantasy world, filled with virgins!"
"You mean Games Workshop?" Mongrels

"Realism? THESE ARE SPACE ELVES!!" - My friend Jordan during an argument about rule abstraction 
   
Made in us
Myrmidon Officer





NC

What happened to the earlier rumor of Splinter Weapons being S2 Poison4+ weapons?
   
Made in us
Regular Dakkanaut




All over the Galaxy ;D

There surely has to be more.. special characters too yeah? Seems to be a common trend with new codex?


The best darn wargaming discounts in the galaxy! 
   
Made in us
Myrmidon Officer





NC

GalaxyGames wrote:There surely has to be more.. special characters too yeah? Seems to be a common trend with new codex?
Hopefully not.

Even more odd is that all the Special Characters are in HQ.
   
Made in at
Deranged Necron Destroyer





Only 2 Troop choices? Seems a little odd to me, seeing as how haemoculous is being touted as another mainstay army, and the general trend of 5th edition books to come with more troop choices than previously. (Hoping furiously for a Haemoculous based troop choice lol)

https://atlachsshipyard.blogspot.com/
Just a tiny blog about Dystopian Wars and Armoured Clash 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Kroothawk wrote: Strength through pain (mostly for Wych Cult units): After destroying non-vehicle unit, DE unit gets one pain token (1+ tokens means unit gets FNP, 2+ tokens means army gets Furious Charge, 3+ tokens means army gets fearless). Maximum is 3.

Archon
If he kills and enemy MC/SC in close combat, he doubles his Strength to 6. If he kills another one, he doubles his Strength to 10.
Can have bodyguard retinue (not Incubi anymore).

Wyches (also in an elite version)
Individual weapons with individual rules, e.g. net reduces number of attacks for all models in base contact to a minimum of 1 .
Chain-of-blades weapon gives +2A, as well as re-rolls to hit and to wound.

Incubi
Their squad leader (WS5, 3 Attacks) has a weapon that either gives him +2 S or +2 attacks (2 single handed weapons), and gives each member of the squad another attack on a roll of 6 to hit (no limit)

Mandrakes
have some kind of shooting attack that gets stronger with every kill they make

Reaver Jetbike
There were several upgrades for reaver jetbikes that inflict different numbers of S3/4/6 hits on units when doing their 'fly by' attack.


Looks like DE are going to be very high detail, highly "stateful".

I see a lot of tokens - Archon MC/SC kills, Wych kill tokens, Mandrake kills. That's potentially quite a lot of little counters on the board, hope they don't get mixed up...

I also see a lot of modeling bitz that people need to track: Wych weapons, Jetbike upgrades - I hope these will be "obvious", unlike the tiny & nearly-identical-looking Tyranid Biomorphs from back in the day...

With the Incubi getting unbounded chain attacks, I hope they have a Special Character to take them as Troops...

   
Made in at
Deranged Necron Destroyer





Absolutionis wrote:
GalaxyGames wrote:There surely has to be more.. special characters too yeah? Seems to be a common trend with new codex?
Hopefully not.

Even more odd is that all the Special Characters are in HQ.


They might simply not have heard of special characters for other choices. If I had to guess, I would think Mandrakes, one of the FA squads, and the Incubi get squad upgrade chars, but that's me guessing

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Just a tiny blog about Dystopian Wars and Armoured Clash 
   
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Noble of the Alter Kindred




United Kingdom

GalaxyGames wrote:There surely has to be more.. special characters too yeah?


Sorry, don't understand the question

 
   
Made in us
Sslimey Sslyth




Death By Monkeys wrote:I'm going to be curious to see what the point costs on the Incubi are. I mean, let's break it down - T3, S3, A2 and a 3+ save. I'm assuming they'll have WS4 since the leader gets WS5. The klaives give them +1S, so now they're up to S4. With their WS4, S4, and 3+ save, they're MEQs with power weapons that get another attack when they roll a 6? How many points is that going to be? While I'd like to see these guys being cheap, for that many special rules, I can see them easily being overcosted and unusable like SM Vanguard Vets.


Don't forget that they're still T3, which is a pretty big disadvantage compared to MEq.
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

Warriors (also in an elite version)
Stats as before. Splinter Rifle rapid fire, no plasma grenades or Splinter pistols.

"Warriors" v. "Kabalite Warriors", methinks?

Would make sense, considering they actually labeled the models differently at GDUK, with the Kabalite Warriors having "Splinter Carbines".
   
Made in us
Myrmidon Officer





NC

To erroneously compare to other codecies, Incubi would probably be costed around 16. That's the cost of banshees and scorpions, and incubi seem like a combination of the two. The power weapons of the banshees with none of the initiative. The strength and armor of scorpions with none of the attacks. Plus, they're all elites.
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Saldiven wrote:
Death By Monkeys wrote:I'm going to be curious to see what the point costs on the Incubi are. I mean, let's break it down - T3, S3, A2 and a 3+ save. I'm assuming they'll have WS4 since the leader gets WS5. The klaives give them +1S, so now they're up to S4. With their WS4, S4, and 3+ save, they're MEQs with power weapons that get another attack when they roll a 6? How many points is that going to be? While I'd like to see these guys being cheap, for that many special rules, I can see them easily being overcosted and unusable like SM Vanguard Vets.


Don't forget that they're still T3, which is a pretty big disadvantage compared to MEq.


What's their Init?

I5+: "b0rken, cheese!"

I4: "fair"

I3-: "such pretty models, shame not to play them"

   
Made in us
Agile Revenant Titan




Florida

Thanks for this thread. Right now, unless there is some huge increase in points for Dark Lances, the tried and true DE list is still intact. Hopefully, there will be a lot more options for fun and competitive games. The models look fantastic and I'll be in with the masses building one up.

Hopefully, wargear will be obvious and plentiful on the sprues. I'll be one to admit I get confused with what I'm looking at on the table, especially with Tyranid upgrades.

No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in us
Veteran Inquisitor with Xenos Alliances






JohnHwangDD wrote:
I see a lot of tokens - Archon MC/SC kills, Wych kill tokens, Mandrake kills. That's potentially quite a lot of little counters on the board, hope they don't get mixed up...

Maybe this is what the yet determined "special item" code is, token set.
   
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Twisted Trueborn with Blaster




Webway

I hope i can still give my DE lord his agoniser, also how exactly is a Archon who has nothing but a power weapon going to kill a MC or IC and double his strength?.



 
   
Made in us
Sslimey Sslyth




JohnHwangDD wrote:
Saldiven wrote:
Death By Monkeys wrote:I'm going to be curious to see what the point costs on the Incubi are. I mean, let's break it down - T3, S3, A2 and a 3+ save. I'm assuming they'll have WS4 since the leader gets WS5. The klaives give them +1S, so now they're up to S4. With their WS4, S4, and 3+ save, they're MEQs with power weapons that get another attack when they roll a 6? How many points is that going to be? While I'd like to see these guys being cheap, for that many special rules, I can see them easily being overcosted and unusable like SM Vanguard Vets.


Don't forget that they're still T3, which is a pretty big disadvantage compared to MEq.


What's their Init?

I5+: "b0rken, cheese!"

I4: "fair"

I3-: "such pretty models, shame not to play them"


Init only works when you're in HtH. Being T3 with the offensive punch they should have means you'll end up slaughtering your target unit and then being boltered off the board the next turn, if you're not very careful. That's a common enough occurrence with Incubi now, and these promise to have even more CC punch.
   
Made in gb
Twisted Trueborn with Blaster



Shropshire

Saldiven wrote:

Init only works when you're in HtH. Being T3 with the offensive punch they should have means you'll end up slaughtering your target unit and then being boltered off the board the next turn, if you're not very careful. That's a common enough occurrence with Incubi now, and these promise to have even more CC punch.


Remember if they completely wipe their opponent unit they get a pain counter, meaning FNP. They wont be invincible, but it'll certainly help a lot in this instance

"Marion! For Gods sake, you're going to die!"
"Ah, but then I'll wake up in a magical fantasy world, filled with virgins!"
"You mean Games Workshop?" Mongrels

"Realism? THESE ARE SPACE ELVES!!" - My friend Jordan during an argument about rule abstraction 
   
Made in us
Longtime Dakkanaut





Orlando, Florida

Yeah, the three rules that stick out a lot for me (if the rumors are true) are the exarch can give them an ability for Preferred Enemy, The Pain Token they could get for killing the unit, and the additional attack for every roll of 6.

So lets say you have a unit of 10 with an Exarch. against Marines, on the charge that is 32 Power Weapon Attacks (assuming the exarch is going +2 attack), of which 24 would hit. 4 of those will likely be 6's, 1 of those has a decent possibility of being another 6.

So lets say you have 29 hits. That should reliably kill 14.5 MEQs. (or fun fact roughly 5 assault marines with storm shields).

Then you gain a pain token and have a 3+/4+.

Considering how much shooting a DE list would have to take down tanks, throw in an Archon with an 18" melta pistol, and a raider giving them an effective 21" threat range (assuming they don't have fleet). Yeah, I see them used often.

This message was edited 1 time. Last update was at 2010/09/27 22:03:57


Current Armies: Blood Angels, Imperial Guard (40k), Skorne, Retribution (Warmachine), Vampire Counts (Fantasy)

 
   
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Pamplona, Spain

Thanks for this summary Kroothawk, it's going to make this hype-distorted week easier for me


 
   
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Hacking Interventor




Hey kroothawk so what is the slaughterer? I keep seeing it each time the Ravager box set appears is that just another name or a new vehicle?

 
   
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Regular Dakkanaut





Joizey

Kroothawk wrote:Archon
WS7, BS7, +1 HS, +1WS, +1A, +1LD compared to previous edition, can take Blaster (18“ range).
If he kills and enemy MC/SC in close combat, he doubles his Strength to 6. If he kills another one, he doubles his Strength to 10.


Can someone clarify the +1 HS above?
   
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Gamble wrote:
Kroothawk wrote:Archon
WS7, BS7, +1 HS, +1WS, +1A, +1LD compared to previous edition, can take Blaster (18“ range).
If he kills and enemy MC/SC in close combat, he doubles his Strength to 6. If he kills another one, he doubles his Strength to 10.

Can someone clarify the +1 HS above?

It's +1 BS, a typo from the original poster, flying back to Spain directly after GD UK
Luthon1234 wrote:Hey kroothawk so what is the slaughterer? I keep seeing it each time the Ravager box set appears is that just another name or a new vehicle?

In this thread, I have only used information from GD UK and people looking at the Codex, as these are a different quality than mere rumours. So no info on a Slaughterer or the weapons as featured in my previous DE rumour thread. But Slaughterer might be a Ravager variant or the missing new HS unit.

This message was edited 2 times. Last update was at 2010/09/27 23:38:40


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Inside a pretty, pretty pain cave... won't you come inside?

Gamble wrote:
Kroothawk wrote:Archon
WS7, BS7, +1 HS, +1WS, +1A, +1LD compared to previous edition, can take Blaster (18“ range).
If he kills and enemy MC/SC in close combat, he doubles his Strength to 6. If he kills another one, he doubles his Strength to 10.


Can someone clarify the +1 HS above?


Probably a typo for "+1 BS" since Archons used to be WS7, BS7.

Ninja'd by 40 seconds.

This message was edited 1 time. Last update was at 2010/09/27 23:39:04


 
   
 
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