34283
Post by: dakkawolf
Ive been trying for a while to think up a new aspect which doesnt sound to cheesy, and yet a unique combat style. Any ideas are welcome.
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Post by: DeadlySquirrel
Well, before we give you names, we need to know what they do and what they are equiped with so that we can create an appropriate name reflecting their role on the battlefield aswell as what aspect of Khaine they represent.
27391
Post by: purplefood
This is an interesting challenge...
32955
Post by: Coolyo294
Burning Fists. They could be some sort of close combat unit.
42223
Post by: htj
Machine Singers. Piloting tanks and war-walkers.
27391
Post by: purplefood
I like that idea...
A caste of expert pilots and crew for vehicles.
45429
Post by: Iranna
Ooooooooh. Intriguing. I'm in....
How about the: "Stinging Wasps[or another insect which stings]"
Could be hit & run CC specialists with poisoned (4+/3+) weapons?
And could represent Khaine's aspect of swift and decisive strikes?
Iranna.
45570
Post by: DeadlySquirrel
htj wrote:Machine Singers. Piloting tanks and war-walkers.
Already an aspect for that, but I can't remember the name.
On topic: I've always had this idea of an Aspect with grav shoots that drop from orbit onto the battlefield, equipped with two swords or a stave or something. They have an extra 3 attacks but only a 6+ save due to the lack of armour required for a successful drop.
42223
Post by: htj
DeadlySquirrel wrote:htj wrote:Machine Singers. Piloting tanks and war-walkers.
Already an aspect for that, but I can't remember the name.
There is? Interesting, I've never heard of it. Doesn't seem to be represented in the rules, unless I'm mistaken?
45570
Post by: DeadlySquirrel
htj wrote:DeadlySquirrel wrote:htj wrote:Machine Singers. Piloting tanks and war-walkers.
Already an aspect for that, but I can't remember the name.
There is? Interesting, I've never heard of it. Doesn't seem to be represented in the rules, unless I'm mistaken?
Yeah, they're called the Eagle Pilots. They have no rules but they do have fluff.
32907
Post by: Nvs
Try as I might, I simply can't think of a niche that needs filling for a new aspect.
There was once talk of the hoolahoop (sp) shrine, but that was like a decade ago. And they weren't really fleshed out at all.
5604
Post by: Reaver83
I have some where a unit, but the basics were
Shifting Snakes
aspect: the shield of khaine
They work as khaine's shield, not just turning aside the enemies blade, but opening a new window to strike again.
Armed with two blades of pure wraithbone and holo enhanced armor plates. They practice for hours to deflect the enemies attacks. buying time for their forces to flee or strike back
2 CCW's, but due to practice all successful attacks on close combat must be rerolled.
4+ save and 4++ to shooting attacks
fleet
Exarch
powers - defend (as per DA) and Hit and Run
Weapons
either dual power swords or power sword and web (to reduce a further opponents attack)
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Post by: mcyeatman
htj wrote:Machine Singers. Piloting tanks and war-walkers.
Its better than the baker and the candlestick maker driving my Falcons. That BS of 3 starts to hurt sometimes.
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Post by: CrazyThang
Iranna wrote:Ooooooooh. Intriguing. I'm in....
How about the: "Stinging Wasps[or another insect which stings]"
Could be hit & run CC specialists with poisoned (4+/3+) weapons?
And could represent Khaine's aspect of swift and decisive strikes?
Iranna.
Wasn't that a thing in proposed rules a LOOOOOOONG ways back?
@ OP: If we know more about these guys, we can help. Otherwise, we are simply brainstorming our own ideas >.<
45429
Post by: Iranna
CrazyThang wrote:Iranna wrote:Ooooooooh. Intriguing. I'm in....
How about the: "Stinging Wasps[or another insect which stings]"
Could be hit & run CC specialists with poisoned (4+/3+) weapons?
And could represent Khaine's aspect of swift and decisive strikes?
Iranna.
Wasn't that a thing in proposed rules a LOOOOOOONG ways back?
@ OP: If we know more about these guys, we can help. Otherwise, we are simply brainstorming our own ideas >.<
I wouldn't know, I started playing in 4th edition and only really got out of marines in 5th!
Iranna.
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Post by: Alsath
How about something for resilience, or is there an aspect for this? I don't have the Eldar codex. Considering the Avatar is immune to melta etc, I think this is quite important.
I was thinking of naturally strong and sturdy animals; one of the less ridiculous one was the Aurochs, a kind of wild bull. Perhaps something like Red Aurochs?
On the other hand the name could be based on rocks/stones/crystals/metals. Carbonites? Steel Talonites? Additionally, an adjective could use used, such as adamant.
Hmm, not sure how that rates on the cheesiness scale though
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Post by: DeadlySquirrel
mcyeatman wrote:htj wrote:Machine Singers. Piloting tanks and war-walkers.
Its better than the baker and the candlestick maker driving my Falcons. That BS of 3 starts to hurt sometimes.
Eagle Pilots. Rumours suggest they will be an upgrade for viechles, making them BS4 or something.
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Post by: Oriallis
Only problem with red Aurochs is that it's essentially the same as the Red Bulls (Maybe they could go around giving people jump packs...)
I like some tiger aspect or some sort of trickster animal for an aspects that sets up a target for an easy kill by taking out stats.
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Post by: Iranna
Alsath wrote:How about something for resilience, or is there an aspect for this? I don't have the Eldar codex. Considering the Avatar is immune to melta etc, I think this is quite important.
I was thinking of naturally strong and sturdy animals; one of the less ridiculous one was the Aurochs, a kind of wild bull. Perhaps something like Red Aurochs?
On the other hand the name could be based on rocks/stones/crystals/metals. Carbonites? Steel Talonites? Additionally, an adjective could use used, such as adamant.
Hmm, not sure how that rates on the cheesiness scale though
The whole concept of Eldar is "Fast and Fragile". Making something tough or resilient, I feel, goes against their fluff.
Iranna.
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Post by: Alsath
Iranna wrote:
The whole concept of Eldar is "Fast and Fragile". Making something tough or resilient, I feel, goes against their fluff.
Iranna.
Ah that's true. I'm not up to speed on my Eldar lore yet  And lol, red bulls. Didn't even think of that. But then I'm not sure what hasn't been covered by the current aspects. Trickster does sound good though.
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Post by: Gavin Thorne
Iranna, I posted my Stinging Wasp Aspect a year or two ago, maybe that's what you remember? They were essentially MC hunters and used the dragonfly-style wings that are now being made by Forgeworld for corsairs, along with a 4+ poison CCW and a shuriken pistol. The exarch had a 3+ poison upgrade or a weapon that inflicted stat penalties and could grant hit and run and/or wound re-rolls vs. walkers, MC's, or T5+ critters. On retrospection, I'd make the wound reroll Preferred Enemy instead.
Also, the vehicle pilot aspect are the "Star Eagles", to be forthcoming in the next Imperial Armor.
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Post by: dakkawolf
Well i mean, the basic template i had was cold climate warfare fighters, but i had 2 issues - 1. i couldnt find a weapon type/style they could use that fit correctly, i was stuck between halberd style hunting spears and a new kind of rifle, and 2. i couldnt find a name which really worked.
but as i said above, any ideas are welcome, im generally trying to get a template which may or may not form into converted minatures later on. Automatically Appended Next Post: My idea focused around being like Fenrisian hunters, using spears to hunt prey in the cold wastes, or using specialised shuriken weapons.
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Post by: Coolyo294
The Burning Fists could have a power fist that doubles as a heavy flamer.
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Post by: Iranna
Gavin Thorne wrote:Iranna, I posted my Stinging Wasp Aspect a year or two ago, maybe that's what you remember? They were essentially MC hunters and used the dragonfly-style wings that are now being made by Forgeworld for corsairs, along with a 4+ poison CCW and a shuriken pistol. The exarch had a 3+ poison upgrade or a weapon that inflicted stat penalties and could grant hit and run and/or wound re-rolls vs. walkers, MC's, or T5+ critters. On retrospection, I'd make the wound reroll Preferred Enemy instead
You've got to be kidding me...
I thought I'd made something up!
I can't believe someone has already made these guys up!
Iranna.
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Post by: dakkawolf
@coolyo294: I think thats been done before outside of the Eldar, Forgefather Hestan has that kinda weapon, the gauntlet of the forge.
25963
Post by: Miraclefish
CRASSUS ARMOURED ASSAULT TRANSPORT warriors?
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Post by: DeadlySquirrel
Miraclefish wrote:CRASSUS ARMOURED ASSAULT TRANSPORT warriors?
...
...
...
No. Just, no.
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Post by: Perkustin
Miraclefish wrote:CRASSUS ARMOURED ASSAULT TRANSPORT warriors?
I actually lol'd, sorry to give a troll attention but i am easily amused.
What about the fabled 'Spinning orbs of Xanthros'?
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Post by: Coolyo294
dakkawolf wrote:@coolyo294: I think thats been done before outside of the Eldar, Forgefather Hestan has that kinda weapon, the gauntlet of the forge.
Where do you think I got the idea?
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Post by: Miraclefish
Hahahah sorry for disrupting someone else's thread but I couldn't help myself.
As for a new aspect, what role do you want to fill? Do you think it's best personified by an animal, mythical creature, material or element, or perhaps a verb/action?
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Post by: cyberscape7
Iranna wrote:Ooooooooh. Intriguing. I'm in....
How about the: "Stinging Wasps[or another insect which stings]"
Could be hit & run CC specialists with poisoned (4+/3+) weapons?
And could represent Khaine's aspect of swift and decisive strikes?
Iranna.
Like the idea; if you were looking for a different name for a stinging insect I would go for hornet, much more eldary
25963
Post by: Miraclefish
cyberscape7 wrote:Iranna wrote:Ooooooooh. Intriguing. I'm in....
How about the: "Stinging Wasps[or another insect which stings]"
Could be hit & run CC specialists with poisoned (4+/3+) weapons?
And could represent Khaine's aspect of swift and decisive strikes?
Iranna.
Like the idea; if you were looking for a different name for a stinging insect I would go for hornet, much more eldary
Kinda done, though? http://www.forgeworld.co.uk/Warhammer-40000/Eldar/ELDAR-WASP-ASSAULT-WALKER.html
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Post by: Gavin Thorne
And also the name of one of the latest Forgeworld goody for our pointy-eared armies... (ninja'd!) I've heard of jaguar warriors and bull-personifications - the spinning orbs have gotten mention in two codexes now, with no further development. Of course, they are indicated to be one of the most rare aspects. Aspects based on specific weapons, like Shining Spears, would be cool. Who says an aspect path has to be based on an aspect of Khaine? Warp Spiders are based around the crystal spiders that protect the infinity circuit... I like to think of aspects as martial arts schools or styles of kung fu. Sure, there's the animal styles, but you've also got eight immortals, drunken, and the various "family" styles. How about the "Hammers of Vaul", "Isha's Handmaidens", "Torments of Sorrow", or the graviton gun-weilding "Harsh Mistresses of Gravity"?
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Post by: dakkawolf
Well i was hoping on wolf'like tendencies for these ones, hunting in packs ect, howl emmitters for disorientating enemies.
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Post by: Iranna
dakkawolf wrote:Well i was hoping on wolf'like tendencies for these ones, hunting in packs ect, howl emmitters for disorientating enemies.
They've got Howling Banshees
Iranna.
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Post by: Miraclefish
Hmm that's a bit Howling Banshee like. They use sonic and psyonic amplifiers to disorientate their enemies when they charge. But I could see the appeal in, say, stealthy pack hunters who ghost from the shadows and take down stragglers. Here's my take on your theme: Shadestalkers. Shadestalkers, the silent claws, the shadow-that-hunts. Shadestalkers, one of the rarest Aspect Shrines, are pack hunters clad in psychoplastic plate suits of pure black upon which no light can cast a reflection. Equipped with a set of retractable wraithbone talons atuned to the wearer’s powerful, primal hunting instincts on each hand, they lope from shadow to shadow, seeking, tracking and, inevitably, bringing down their prey in silence. When the Shadestalkers heed the Craftworld's call, no enemy of the Eldar walks, only silence is left behind. There are rumours, swapped over campfires huddled around by the crude Mon-Keigh, tales of the black-clad Eldar hunters. Not the Dark, twisted kin but those who sail the stars upon the great world ships, who slide from the shadows to murder the enemies of the Children of Asuryan, silent and deadly until their prey has fallen. Only then will they make a noise, a blood-chilling wail of a pack’s bloodlust sated, a hunt completed. But, of course, there are never any survivors to pass on the story, so it cannot be true… The Shadestalkers are only called to war in dire times, when only an independent, ruthless team of killers can change the course of fate, when the mighty swordwind of the Craftworld cannot prevail, the midnight pack can and will. Shadestalkers, Fast Attack, 5-10 WS 5, BS3, S 3, T 3, I 5, A 2, LD 9, SV 5+ Special rules: Hit and Run, Infiltrators Wargear: Shadowtalons (counts as Lightning Claws), gives a 6+ invulnerable save in Close Combat May take: Cloak of Shadows. Shadestalkers, like every Eldar, are powerful psykers and affect the space around them. They can twist the visual properties of their surroundings and even alter the perceptions of those they hunt or seek to hunt them in return. An unskilled opponent may look straight at the Shadestalkers and register nothing, convinced they saw nothing at all. A wary adversary would see, at best, a flicker of movement, a shifting shadow. +3pts per model, gives +1 to cover saves
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Post by: Oriallis
the problem with that is that all aspect warriors have the same profile, that means 4 WS and BS, One attack base (possibly augmented by two close combat weapons) and a 4+ save. Also you forgot about the exarch who needs different wargear and exarch powers (which the Cloak of Shadows could be treated as)
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Post by: keezus
Eldar Flaming Turds
These aspect warriors represent the aspect of Khaine after a night of heavy drinking and consumption of suicide wings.
Special Rules
-Deep Strike
WS4 BS4 S3 T3 I5 A1 Sv4+ Ld10
Aspect Weapons: Meltabombs, Flamers
Exarch Weapons: Powerweapon, Heavy flamer
/joke.
8620
Post by: DAaddict
As a friend said to me when playing my eldar...
Rampant chipmunks
Flying squirrels
Tumbling turtles
etc.
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Post by: azgrim
here is my idea
Snapping Tortoises
WS4 BS3 S3 T3(4) I4 W1 A1 Sv 2+
Wear gear
-Tortoise Shield
2+ save, slow and purposeful ,+1 Toughness
-Tortoise Claws
Rending
-pistol
exarch
wear gear
- Tortoise Bite
power fist
-Armoured shell
grants unit defensive grenades
-exarch powers
Defend
Trample -grants unit fleet
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Post by: Eldar Own
I've always wanted a close combat version of the swooping hawks.
Diving Vultures
The diving vultures are an off-shoot of the swooping hawks formed by those who prefer to take the enemy on at close quaters but still crave the rush of the wind and the speed. Their speciality is quick, descisive and deadly assaults that come from nowhere. Like their namesake they tend to prey on those units who are already weak and wounded.... (yes I know vultures prey on carrion, but you can't have a 40K unit that only attacks dead stuff)
Diving Vulture (22pts?)
WS---BS---S---T---W---I---A--Ld---Sv
-4-----4----3---3----1---5---1---9---4+
The exarch has, as usual, +1 to WS, BS, I, A and Sv.
Special Rules:
Fleet of Foot
Vulture Dive: On any turn the Diving Vultures come in to play from Deep Strike they may assault. However if they choose to do so the unit must take a dangerous terrain test.
Wargear
Swooping Hawk Wings: (maybe change this to a more mundane name if it the DV were included in a codex)
Vulture Talon Sword: A sword that gathers power as it gathers speed. On the turn the Diving Vultures deep strike, it ignores arour saves.
Shruiken-Stun Pistol: A standard shruiken pistol with an attachment that fires a concentrated burst of electricity designed to stun and disable an enemy. A shruiken-stun pistol counts as a shruiken pistol in all respects. In addition, in lieu of being fired normally, if it is fired in stun mode, any model hit must roll a D6 on a roll of 5+ they may not attack in the next round of combat. The owner of said unit may allocate these 'stuns' to any model he sees fit (as long as that model is actually in range of the weapon).
Exarch Wargear
Death Talons: (+25pts) Death talons are large, curved sword-like wraithbone attatchments fitted to the exarch's feet. On the turn the Exarch has deepstriked they count as a power fist, but strike at normal initiative. The Exarch keeps all of his other equipment if he takes this item.
Shruiken-Stun Catapault: (+10pts) A standard shruiken catapault with an attachment that fires concentrated bursts of electricity designed to stun and disable an enemy. A shruiken-stun catapault counts as a shruiken catapault in all respects. In addition, in lieu of being fired normally, if it is fired in stun mode, any model hit must roll a D6 on a roll of 5+ they may not attack in the next round of combat. The owner of said unit may allocate these 'stuns' to any model he sees fit (as long as that model is actually in range of the weapon).
Exarch Powers
Skyleap: (+20pts) Same as swooping hawk one
Death Swoop: (+15pts) This power allows the Exarch and his unit to gather more speed when they swoop in on an enemy, with this boost, the combats they engange in are usually swift and bloody and do not end well for the Vultures' prey. A unit which has taken this upgrade gain the Furious Charge special rule on the turn they deep strike.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
So this unit ahs high rewards and can really make a mess of any enemy unit however, as with most eldar units, they need to be used correctly to be effective: they must be deep striked well to have their full effect.
I'm also not so good at estimating points values, so that may be one bad thing about this idea.
So, what do you think?
1795
Post by: keezus
Eldar Own wrote:Dying Vultures
-Fixed that for you-  (j/k)
Your idea suffers from all the same problems as vanguard. You place the marker within 6" to ensure that you can charge. If you scatter onto your foe, you mishap, if you scatter too far away, you're dog food. They fleet, so I guess you can place within 7". If they're not deep striking, they're garbage as they are short ranged, S3, non-powerweaponed aspect warriors. YMMV.
22054
Post by: Bloodhorror
I Like the sound of the Vultures
But maybe instead of going to Charge on the turn they come in...
Maybe they can just deepstrike ONTO a unit and in the same turn they count as in combat with that unit but they all take a Dangeruous Terrain test?
1795
Post by: keezus
Bloodhorror wrote:Maybe they can just deepstrike ONTO a unit and in the same turn they count as in combat with that unit but they all take a Dangeruous Terrain test?
I think that deepstrike should be taken away. Deepstrike and assault troops is a IMHO, a stupid combination.
IMHO, they should have:
Aspect Equipment:
Jump Pack
Vuture Talons x2: +2 attacks on the charge, reroll wounds (fixes the probems with eldar S3)
Shuriken Pistol x2: Can fire both in the same shooting phase
Hit and run
34283
Post by: dakkawolf
@miraclefish: yeah thats pretty much what i was looking for  i might make a few changes, like to the name or weapons (might go for hunting spears instead of claws, but claws are still awesome). Second, i realise i kinda made them sound like banshee's, the idea was the howls were only for the fear factor unlike the sonic assault of the banshee howl, but i guess that would be too similar.
Here's some changes i made to the list, nothing major, just some weapon and rules changes  -
Shadestalkers, the silent claws, the shadow-that-hunts. Shadestalkers, one of the rarest Aspect Shrines, are pack hunters clad
in psychoplastic plate suits of pure black upon which no light can cast a reflection.
Equipped with a set of retractable wraithbone talons atuned to the wearer’s powerful, primal hunting instincts on each hand,
they lope from shadow to shadow, seeking, tracking and, inevitably, bringing down their prey in silence. When the Shadestalkers
heed the Craftworld's call, no enemy of the Eldar walks, only silence is left behind.
There are rumours, swapped over campfires huddled around by the crude Mon-Keigh, tales of the black-clad Eldar hunters. Not the
Dark, twisted kin but those who sail the stars upon the great world ships, who slide from the shadows to murder the enemies of
the Children of Asuryan, silent and deadly until their prey has fallen. As the hunts' end draws near, and the pack closes for
the kill, they raise their voices in chorus, a blood-chilling wail of a pack’s triumph being near, the last sound there prey
will hear. Tough none are left alive to tell the tale, so this cannot be true...
The Shadestalkers are only called to war in dire times, when only an independent, ruthless team of killers can change the course
of fate, when the mighty swordwind of the Craftworld cannot prevail, the midnight pack can and will.
Shadestalkers, Fast Attack, 5-10
WS 5, BS3, S 3, T 3, I 5, A 2, LD 9, SV 5+
Special rules: Hit and Run, Infiltrators
Wargear: Shadowtalons (counts as Lightning Claws), gives a 6+ invulnerable save in Close Combat
Stalker Plate - Modified aspect armour which grants infiltrate.
Cloak of Shadows. Shadestalkers, like every Eldar, are powerful psykers and affect the space around them. They can
twist the visual properties of their surroundings and even alter the perceptions of those they hunt or seek to hunt
them in return. An unskilled opponent may look straight at the Shadestalkers and register nothing, convinced they saw
nothing at all. A wary adversary would see, at best, a flicker of movement, a shifting shadow. Gives +1 to cover
saves
Exarch: The Shadestalker Exarch is a loping hunter, always at the head of the pack, his very presence causing the enemy to flee.
Exarch wargear: Shadowtalons
Stalker Plate
Additional wargear -
Screamstealer - A spear cold as ice to the touch, tipped with a vicious serrated blade, the screamstealer lets
fly a chilling scream with every thrust and slice, causing man and beast to run in terror - terror
inducing, every successful attack with the screamstealer forces the enemy squad to take a
leadership test, powerweapon. +35 points
Shadebitten Blades - Enhanced shadowtalons, with blades that ever shine as though coated with blood a shade of midnight, when
the enemy feels the dreaded sting of these claws, all that is heard is a whisper... then silence... -
Lightening Claws which have the Rending special rule and the poisoned special rule(+3). +40 points
Exarch Powers -
At one with the pack - A true leader, the Shadestalker Exarch teaches his pack to hunt without mercy in perfect
unity - While the exarch is alive, the squad is immune to leadership and morale tests. +10
Master Stalker - Using the gifts of khaine, the Shadestalker Exarch guides his pack through any terrain without
hindrance or a sound, making the bloodshed at the end of the hunt faster quicker to reach.. - While the Exarch is
alive, the squad have the ignore difficult terrain and move through cover special rules. +25
Ill see if i can make some conversions of these, then ill post them in my Dakka-Image gallery for everyone to see
36897
Post by: Oriallis
This is good but I state once again that all eldar aspects have the same stat line
4-4-3-3-5-1-9-4+ (3+ for scorps and reapers)
Also the war gear seems very exspensive compared to most eldar wargear
34283
Post by: dakkawolf
Ah, thanks for pointing that out
Changes -
WS 4, BS4, S3, T3, I5, A1, LD9, SV4+
Screamstealer - A spear cold as ice to the touch, tipped with a vicious serrated blade, the screamstealer lets
fly a chilling scream with every thrust and slice, causing man and beast to run in terror - terror
inducing, every successful attack with the screamstealer forces the enemy squad to take a
leadership test, powerweapon. +20 points
Shadebitten Blades - Enhanced shadowtalons, with blades that ever shine as though coated with blood a shade of midnight, when
the enemy feels the dreaded sting of these claws, all that is heard is a whisper... then silence... -
Lightening Claws which have the Rending special rule and the poisoned special rule(+3). +30 points
Master Stalker - Using the gifts of khaine, the Shadestalker Exarch guides his pack through any terrain without
hindrance or a sound, making the bloodshed at the end of the hunt faster quicker to reach.. - While the Exarch is
alive, the squad have the ignore difficult terrain and move through cover special rules. +20
Personally i feel that some aspects should have slightly altered statlines, like scorpions having better strength, ect, but until GW decides otherwise thats how it is i guess (ill keep the other stat line saved in case they decide to add varying stat lines).
36897
Post by: Oriallis
Well the main way they impose differences is through special wargear like scorp chainswords and banshee masks
The mian idea is that a trained eldar is just as skilled as a space marine, just without the augmentation that grants marines increased strength and resilence.
1795
Post by: keezus
IMHO, the "trained eldar" = Spase Marienz has always been bullpukky.
100's of years of singular training = genetically modified cross training? I don't believe it. I've always felt that the Aspect Warriors should be 5/3 with the 5 attribute going towards their area of focus, and the 3 being "guardian level training" in the areas without focus.
34283
Post by: dakkawolf
I was originally gonna make the Shadebitten blades a strength modifier, but i wasnt sure whether that worked.
22146
Post by: Saintspirit
I'd like to see a bit more of Eldar plasma weapons. Maybe something that carried Star Pistols? That's be a good reason to use "star" as the first word of an aspect - Star Panthers, Star Tigers... really, I think some kind of Catkind animal should be used for an aspect.
22054
Post by: Bloodhorror
Star Pistols sound cool
Star Lions?
all Aspect stats, with Star pistols, and then the leader can take a Star Vortex?
Plasma Flamer ^^!
34283
Post by: dakkawolf
Currently working on building the discussed shadestalkers above, so sorry if ive not be posting on the thread
Yeah that sounds cool, or have star-catapults equipping the basic aspect warrior and the exarch having like a gatling star-catapult. They could be called the Blazing suns or something like that, and be like mid range heavy infantry destroyers.
28383
Post by: Mahtamori
Void Lynx
The Void Lynx take on Khaines aspect in the form of the prowling hunter, using sophisticated technological claws to strike close and continually evade their enemies.
<Standard aspect profile.> Elite slot.
Special rules: Fleet, Duality, Hit and Run
Wargear: Psycho-elastic reinforced body mesh (4+ save), a pair of Star Pistols.
Duality: The model is able to effectively use two single-handed ranged weapons at the same time.
Star Pistol: Range 12", S6, Ap2, Pistol.
Void Pistol: Range 12", SX, Ap2, Pistol, Distortion
Neural Pistol: Range 12", S4, Ap5, Pistol 2, Pinning
Exarch weapons options, may replace one or both pistols with: a Fusion Pistol (free*), a Void Pistol (+X points), a Neural Pistol (+X points).
Exarch powers: Swift Stalker (+20 points), Fury (+10 points)
Swift Stalker: The exarch conveys his focus to his squad and guides them through the hunt at ever increasing speed. The squad and exarch is able to run and fire their weapons in the same phase. The run move is made either before or after the normal shooting has been resolved.
Fury: The exarch channels his rage and urgency through his weapons, causing them to strike in melee as if they were power weapons.
* Fusion Pistols have shorter range, which makes them extremely hard to use.
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Post by: darkPrince010
I'm gonna throw an idea out (Haven't played since 3rd edition Eldar, so hopefully not too rusty):
The Trickster's Echoes:
Same statline as Aspect Warrior, but Ld+2 or +3 and +1 or +2 I. Unit can deepstrike or infiltrate, and units wishing to shoot or assault treats their WS/ BS as 1 lower than normal against this unit. Blast weapons scatter +1d6". Max squad size of 3-6
Weapons:
---The Trickster's Sleight: 6" S4 Ap3 Assault 1, Pinning. For every wound the unit takes from this weapon, reduce their Ld save for the pinning test by -1 (cumulative).
Basically, allow an easy way to pin an enemy unit, but at the risk of being right on top of them in case you fail to cause them to go to ground.
---The Trickster's Illusions: 18" S3 Ap- Assault 1, Large Blast. If this unit takes any wounds from this weapon, they lose any bonuses they have if assaulted this turn. Limit 1 per squad.
Again, another way to give the Trickster's a good way to mess with a unit's ability to do CC well. Counter-assault or defensive grenades are nice, but how well can a player cope if they lose them for one round of combat?
---The Trickster's Knife: CC weapon, Power Weapon (maybe). If a multiwound unit takes an unsaved wound from the Knife and survives, they immediately make a single attack at their normal S and WS against an adjacent enemy of the Eldar player's choice. if there are no adjacent models, he instead attacks himself. Limit 1 (or 3) per squad.
This would be kinda a cool way to deal with stuff like multiwound models with powerfists. Suddenly, a powerfist hero making an attack against the other MEQ model with a powerfist in a unit coukld seriously shift an assault, or especially a multiassault.
Otherwise, they have shuriken pistols and a CC weapon.
Wargear:
---The Trickster's Veil: Enemies wishing to assault or shoot at this unit (Including vehicles) must pass a Ld check first, or else they cannot target this unit with the attack. Once they pass this check, they no longer need to make this check for the rest of the game.
This would be a way to give the unit much better viability (but this wargear will definately cost major pts), but not making them completely impossible to hit.
---The Trickster's Cloak: Model gets a 5+ invulnerable save.
Another way to make the Exarch a bit more surviveable.
The unit overall is powerful, but very few models that are very weak when shot means that if a unit successfully directs a round of firing on it, they'll probably dissolve. But if they don't they can soften up a bunch of units for other Aspect squads to deal with handily (I know for certain as Tau that the Illusions on a Crisis suit squad, followed by a Banshee charge would majorly suck...  )
25798
Post by: Asgeirr Darkwolf
Hmm.. Space wolf viking elves? Sounds like something belonging in a SW dex. You want a fenris like unit, try some of these names:
Feral Trackers
Primal Hunters
Icy Talons
Icy Claws
Blizzard Stalkers
Stalking Vipers
Stalking Foxes.
All I've got fer now!
40452
Post by: Cypher's Sword
Heres an idea this thread sparked for me; how about a unit that has virtually no armor, but has powerful weapons (like power fists). then it could have a special sort of feel no pain for each model, where if it takes a wound it has a 50/50 chance of deepstriking back in the next turn.
it could be sort of an homage to Khaine's shattered body falling to the mortal realm. Fallen shards? I dunno, someone want to help me fluff this up?
or possibly the falling tears of Isha as she tells the eldar nurgle's secrets? Automatically Appended Next Post: Eldar Own wrote:
Diving Vulture (22pts?)
Vulture Dive: On any turn the Diving Vultures come in to play from Deep Strike they may assault. However if they choose to do so the unit must take a dangerous terrain test.
So, what do you think?
I think this is what i wish chaos raptors were lol.
46376
Post by: darkPrince010
@Cypher: Perhaps the "Bones of Khaine"?
Not very good on the fluff side, but for crunch they could probably be fleet, HnR, with a 4+ Sv (6+ invul for the exarch?) and I4 (man, I4 powerfists would rock face...). Still a base S3 Aspect warrior, so won't ID SM with the doubled to S6, but would do a number on a guard squad and eat vanilla SM at a decent rate too thanks to the ignoring saves.
Also, the turn they deepstrike, they can place a single small blast template base to base (or within 1 or 2" or something. Nearby, anyways) with each model in the unit, and the area underneath inflicts S8 Ap3 on any hit enemies/vehicles as per a normal blast, and then shift any models under the template until they are no longer under it and replace it with a "Tooth of Khaine" (wraithbone spike, 3" in diameter, ~6" tall, roughly a somewhat curved tapered cone near the top).
This would allow the unit to deep-strike in very close to an enemy unit, and if they hit, both damage possible squads nearby as well as create a crude wall with the "Teeth" to block some LOS and give them the survivability they wouldn't get from a drop pod or deepstriking. The teeth could be T6 or 7, 1W, with a 2+ or 3+ save, basically meaning you have to whack it with a krak missile or lascannon to break one and open up a firing channel.
The unit size for a "Bones of Khaine" unit should be a max of 6, so you can't make a full circle with the templates (although, if you do, the Bones will need to assault their own drop-spikes in order to escape... :/) Automatically Appended Next Post: Oh, and if they take an unsaved wound, on a 4+ they deepstrike on the next turn. if you have multiple that make the "Revenge of the War-God" roll, they may deepstrike as a single unit if you wish. If not, each new deepstruck unit counts as a separate unit for the purpose of KP, morale, and so on.
40452
Post by: Cypher's Sword
I like everything about what you said darkprince. Although for fear of being over powered, perhaps the teeth of khaine should be an exarch power and maybe roll a d6 to see how many.
man this is my first time posting in proposed rules (I just saw the title and it peaked my interest) and you guys are freakin' bad ass at this. i think it would be so cool for GW or FW to have a contest where gamers submitted their ideas and then had them put to a vote. A promotion like that would renew my faith in GW again.
OH! A thought! If they're all going to have powerfists or powerclaws, why the hell not just have a name related to Khaine's bloody hand?
46376
Post by: darkPrince010
Just swap the name to "Claws of Khaine" seems like a better fit.
As for the exarch power for the teeth, I still think it'd be better for one each, otherwise they'll die like most other eldar who aren't in cover if the exarch rolls lousy. Maybe allow him to buy an upgrade that allows him to place d3 instead of 1, so a smaller squad still has a chance of better coverage (Having to place in base to base with the eldar model means you still won't be able to threaten an area more then 3" away from the farthest squad member). Plus, this would allow the tactic of attempting to try and deepstrike reeeeally close to the opponent, with increased chance of mishaps but better chances for smashing people with the Teeth, versus deepstriking at the edge of assault range with them.
Plus, the destroyable teeth means concentrated fire/ AT fire will drop them easily, so the squad won't simply be in an untouchable bunker. Still being T3 means most beefier stuff shooting at them will ID their exarch (Are exarchs 2W?), so it'll be interesting.
Oh, and the squad would probably have/could buy defensive grenades too, so people wanting to assault them would have to think twice
34283
Post by: dakkawolf
Personally the idea was to mimic hunting wolf packs, atm im gonna try to convert some scorpions with (hopefully) correctly sized claws (might have to try non-astartese lightening claws if i can find them) to see if i can get it to work.
40452
Post by: Cypher's Sword
darkPrince010 wrote:Just swap the name to "Claws of Khaine" seems like a better fit.
As for the exarch power for the teeth, I still think it'd be better for one each, otherwise they'll die like most other eldar who aren't in cover if the exarch rolls lousy. Maybe allow him to buy an upgrade that allows him to place d3 instead of 1, so a smaller squad still has a chance of better coverage (Having to place in base to base with the eldar model means you still won't be able to threaten an area more then 3" away from the farthest squad member). Plus, this would allow the tactic of attempting to try and deepstrike reeeeally close to the opponent, with increased chance of mishaps but better chances for smashing people with the Teeth, versus deepstriking at the edge of assault range with them.
Plus, the destroyable teeth means concentrated fire/ AT fire will drop them easily, so the squad won't simply be in an untouchable bunker. Still being T3 means most beefier stuff shooting at them will ID their exarch (Are exarchs 2W?), so it'll be interesting.
Oh, and the squad would probably have/could buy defensive grenades too, so people wanting to assault them would have to think twice 
I like this a lot, an eldar unit thats hard to get rid of, hard to shake. As for the models, it would be interesting if they had a very skeleton look. Along with Khaine's angry maw of course.
46376
Post by: darkPrince010
And, if solidly shot at while not in cover, will basically evaporate. However, each unit has a 50-50 chance of coming back in on the next turn, meaning they have a chance of survivability and of further harassment. Plus, the powerfist/claws mean that you can't jsut tarpit them with a boyz squad or an IG blob because they'll eat it alive
15000
Post by: Stephen Bond
claw riders
The guys run around after the other guys and take notes
25798
Post by: Asgeirr Darkwolf
Ooh ooh I've got an obvious one- Howling Wolves, or Baying Hounds.
36940
Post by: Anvildude
Eldar Own wrote:I've always wanted a close combat version of the swooping hawks.
Diving Vultures
The diving vultures are an off-shoot of the swooping hawks formed by those who prefer to take the enemy on at close quaters but still crave the rush of the wind and the speed. Their speciality is quick, descisive and deadly assaults that come from nowhere. Like their namesake they tend to prey on those units who are already weak and wounded.... (yes I know vultures prey on carrion, but you can't have a 40K unit that only attacks dead stuff)
Diving Vulture (22pts?)
WS---BS---S---T---W---I---A--Ld---Sv
-4-----4----3---3----1---5---1---9---4+
The exarch has, as usual, +1 to WS, BS, I, A and Sv.
Special Rules:
Fleet of Foot
Vulture Dive: On any turn the Diving Vultures come in to play from Deep Strike they may assault. However if they choose to do so the unit must take a dangerous terrain test.
Wargear
Swooping Hawk Wings: (maybe change this to a more mundane name if it the DV were included in a codex)
Vulture Talon Sword: A sword that gathers power as it gathers speed. On the turn the Diving Vultures deep strike, it ignores arour saves.
Shruiken-Stun Pistol: A standard shruiken pistol with an attachment that fires a concentrated burst of electricity designed to stun and disable an enemy. A shruiken-stun pistol counts as a shruiken pistol in all respects. In addition, in lieu of being fired normally, if it is fired in stun mode, any model hit must roll a D6 on a roll of 5+ they may not attack in the next round of combat. The owner of said unit may allocate these 'stuns' to any model he sees fit (as long as that model is actually in range of the weapon).
Exarch Wargear
Death Talons: (+25pts) Death talons are large, curved sword-like wraithbone attatchments fitted to the exarch's feet. On the turn the Exarch has deepstriked they count as a power fist, but strike at normal initiative. The Exarch keeps all of his other equipment if he takes this item.
Shruiken-Stun Catapault: (+10pts) A standard shruiken catapault with an attachment that fires concentrated bursts of electricity designed to stun and disable an enemy. A shruiken-stun catapault counts as a shruiken catapault in all respects. In addition, in lieu of being fired normally, if it is fired in stun mode, any model hit must roll a D6 on a roll of 5+ they may not attack in the next round of combat. The owner of said unit may allocate these 'stuns' to any model he sees fit (as long as that model is actually in range of the weapon).
Exarch Powers
Skyleap: (+20pts) Same as swooping hawk one
Death Swoop: (+15pts) This power allows the Exarch and his unit to gather more speed when they swoop in on an enemy, with this boost, the combats they engange in are usually swift and bloody and do not end well for the Vultures' prey. A unit which has taken this upgrade gain the Furious Charge special rule on the turn they deep strike.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
So this unit ahs high rewards and can really make a mess of any enemy unit however, as with most eldar units, they need to be used correctly to be effective: they must be deep striked well to have their full effect.
I'm also not so good at estimating points values, so that may be one bad thing about this idea.
So, what do you think?
You made an entire unit of Zagstruks...
46376
Post by: darkPrince010
I guess I'm not sure what the difference would be from the Vultures as opposed to regular Swooping Hawks. Would they be more assaulty and less shooty, or vice versa, or would they have a particular gimmick (apart from the deep-strike-and-assault)? What gap would they fill for the Eldar Aspects? (Not trying to be an ass, just trying to see how you could expand this to both fit better fluff-wise and complement other army choices)
34283
Post by: dakkawolf
Still working on these models, im thinking of trying something with mixing dark and craftworld eldar models, but i'm not to sure
38300
Post by: Splog
I think it is quite hard to think up new Aspects that don't overlap with something in the Eldar codex. For example MC hunters sounds great, but Warlocks are already really good at that. However, taking a 'Aspect for everything' view rather than 'unit for everything' ....
Stalwart Shields
- Aspect warrior stat-line, 4+ save (unit size 3-5?)
- Carrying a shield (and various techno-babble projectors and such) 3+ invulnerable save. 'Shield Wall': units in close combat with the squad do not get any bonuses or benefits from the use of grenades
- Close combat weapon, +2 S power weapon (powerful, but they only have their base attacks and don't get a bonus attack from their shields) with a ID ability as per direswords
- Exarch weapon option 1: Aether Spear. Close combat weapon. Wounds on a 2+, ID on a natural roll of a 6. Ignores armour saves. Against vehicles glances on a 2-4, penetrates on a 5-6.
- Exarch weapon option 2: Moon spear. As per standard weapon for the aspect, but also ignores invulnerable saves.
- Exarch weapon option 2: As per standard weapon with a laser lance shooting profile
- Exarch ability 1: Set Defence. Counts as Counter Attack for the unit
- Exarch ability 2: Bull rush: This unit may assault out of vehicles as though they were assault vehicles
- Exarch ability 3: Shield Leap: The Exarch may choose to direct its attacks against a single enemy model. This can be any enemy model involved in the combat.
- Note there are no ranged attacks for the unit
Problem: They overlap a bit with Warlocks and Shining Spears
Actually, I'd prefer for there to be an option to take a squad of Wraithguard with Aether spears instead of Wraithcannons.
37044
Post by: Ridealgh
How about an aspect that hides in a building and then pops out with AP3 flamers or something. Simalar to thre Ymgarl genestealers hiding thingy.
Automatically Appended Next Post:
Eldar Own wrote:I've always wanted a close combat version of the swooping hawks.
Diving Vultures
The diving vultures are an off-shoot of the swooping hawks formed by those who prefer to take the enemy on at close quaters but still crave the rush of the wind and the speed. Their speciality is quick, descisive and deadly assaults that come from nowhere. Like their namesake they tend to prey on those units who are already weak and wounded.... (yes I know vultures prey on carrion, but you can't have a 40K unit that only attacks dead stuff)
Diving Vulture (22pts?)
WS---BS---S---T---W---I---A--Ld---Sv
-4-----4----3---3----1---5---1---9---4+
The exarch has, as usual, +1 to WS, BS, I, A and Sv.
Special Rules:
Fleet of Foot
Vulture Dive: On any turn the Diving Vultures come in to play from Deep Strike they may assault. However if they choose to do so the unit must take a dangerous terrain test.
Wargear
Swooping Hawk Wings: (maybe change this to a more mundane name if it the DV were included in a codex)
Vulture Talon Sword: A sword that gathers power as it gathers speed. On the turn the Diving Vultures deep strike, it ignores arour saves.
Shruiken-Stun Pistol: A standard shruiken pistol with an attachment that fires a concentrated burst of electricity designed to stun and disable an enemy. A shruiken-stun pistol counts as a shruiken pistol in all respects. In addition, in lieu of being fired normally, if it is fired in stun mode, any model hit must roll a D6 on a roll of 5+ they may not attack in the next round of combat. The owner of said unit may allocate these 'stuns' to any model he sees fit (as long as that model is actually in range of the weapon).
Exarch Wargear
Death Talons: (+25pts) Death talons are large, curved sword-like wraithbone attatchments fitted to the exarch's feet. On the turn the Exarch has deepstriked they count as a power fist, but strike at normal initiative. The Exarch keeps all of his other equipment if he takes this item.
Shruiken-Stun Catapault: (+10pts) A standard shruiken catapault with an attachment that fires concentrated bursts of electricity designed to stun and disable an enemy. A shruiken-stun catapault counts as a shruiken catapault in all respects. In addition, in lieu of being fired normally, if it is fired in stun mode, any model hit must roll a D6 on a roll of 5+ they may not attack in the next round of combat. The owner of said unit may allocate these 'stuns' to any model he sees fit (as long as that model is actually in range of the weapon).
Exarch Powers
Skyleap: (+20pts) Same as swooping hawk one
Death Swoop: (+15pts) This power allows the Exarch and his unit to gather more speed when they swoop in on an enemy, with this boost, the combats they engange in are usually swift and bloody and do not end well for the Vultures' prey. A unit which has taken this upgrade gain the Furious Charge special rule on the turn they deep strike.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
So this unit ahs high rewards and can really make a mess of any enemy unit however, as with most eldar units, they need to be used correctly to be effective: they must be deep striked well to have their full effect.
I'm also not so good at estimating points values, so that may be one bad thing about this idea.
So, what do you think?
i think this is a great idea. But rather than on the turn the deepstrike they get power weapons it should be if theyve move more than 12" that turn then they get power weapons and if they charge from deepstrike then the opponent loses an attack for each model (to a minimum of 1) and don't have to take DT tests.
36897
Post by: Oriallis
Splog wrote:
Actually, I'd prefer for there to be an option to take a squad of Wraithguard with Aether spears instead of Wraithcannons.
check out the suggestions thread for a new Eldar Codex, there's an idea being tossed around for assault wraithguard
34283
Post by: dakkawolf
Oriallis wrote:Splog wrote:
Actually, I'd prefer for there to be an option to take a squad of Wraithguard with Aether spears instead of Wraithcannons.
check out the suggestions thread for a new Eldar Codex, there's an idea being tossed around for assault wraithguard
Assault wraithguard, wouldnt that kinda be defeated by the fact their supposed to be slow moving ranged units?
36897
Post by: Oriallis
There essentially the equivalent of a Wraithblade wielding Lord, which should be significantly better as well. Essentially a good way to tarpit units or hold objectives with a large enough squad
46864
Post by: Deadshot
How about the Shadow wolves?They hunt down enemies in an unrelenting vendetta,against those who have sinned against the Eldar and lived,AKA,DE.
13740
Post by: Valkyrie
Star Runners? Sounds like a very mobile type of aspect, maybe using Jetbikes or Jump Infantry, but even though there's already Aspects like this, it sounds like a possible idea.
46864
Post by: Deadshot
Hold on,what are the existing aspects to begin with.
Dire Avengers-basic
Fire Dragons-AT
Striking Scorpians-Infiltrating
Swooping Hawks-JI
Warp Spiders-Different and wierd JI
Howling Banshees-CC
Shining Spears-Eldar Jetbike
Dark Reapers-long range Fire support
Shadow Spetres-specialists
What else.
36940
Post by: Anvildude
The aspects GW never remembers to include.
Heavy Defense (low offense, meant to survive and truly tarpit)
Utility- a squad that can do battlefield repairs, or give bonus movement to others, but is expensive and rubbish in actual combat.
There's also Anti-Infantry and anti-Elite
44089
Post by: Shadowseer_Kim
A new aspect? I do not feel we need a new aspect as badly as we need some kind of assault transport. Automatically Appended Next Post: @Anvildude - battlefield repair guy, you mean Bonesinger?
36940
Post by: Anvildude
'sat what they do? Don't know Eldar that much.
28383
Post by: Mahtamori
Anvildude wrote:'sat what they do? Don't know Eldar that much.
Bonesingers in game do not do anything.
Bonesingers in fluff are the master material makers of the craftworlds. While all Eldar can learn to manipulate the psycho-reactive materials that they fashion everything from, the Bonesingers can psychically forge and grow wraithbone. Essentially they are bad-ass psychers who can make stuff from nothing and make the most advanced Eldar engines, weapon systems, and land/air/spacecrafts. I believe they follow the path of the seer, just like Warlocks and Farseers, but while Warlocks focus their energies on the warrior's arts and hatred, Farseers divine and follow the paths and constantly see the different ways they and their friends may suffer in order to avert it, Bonesingers are crafters or conjurers.
It should be noted that Wraithbone is semi-organic and self-repairing, but that Bonesingers are capable of speeding this process along greatly.
36940
Post by: Anvildude
Oh, well, knew about the Singers already (thank you Tinyhammer!) but didn't know if they were in the game. Maybe let Eldar players be able to take Bonesingers like, what is it, Warlocks? Where you can get a bunch for a single choice, but each can join a different unit?
20867
Post by: Just Dave
I've attempted rules for the (kind of pre-existing) Slicing Orbs here:
http://www.dakkadakka.com/dakkaforum/posts/list/0/389892.page#3241932
45872
Post by: Rennoc215
How about the Phantoms?
The Phantoms are an aspect shrouded in mystery. Their aspect warrior was forgotten to time, and they had no craftworld based shrines. Their only shrine lies on the world Ixxen, a planet that was far enough away that barely survived the fall. Over 90% of its civilians died within a flash. those that survived were either master psykers or unusually lucky. with the time and resources, they built a shrine to the fallen and decided never again would eldar society fall apart like that. When word came to their ears that some eldar still survived, they were overjoyed. but a shadow fell upon them when contact was made. The Other eldar seemed far to alien, so caught up inside their paths that they could not afford anything but training and repetitiveness. The Eldar of Ixxen then decided that, even though far too different, they would help their brothers would the need arise. Until then, they honed their technology, and with modified holo-fields, Found the secret to phase technology. This allowed part of a being to become insubstantial for brief moments, providing them the ability to don less armor for the same protection. Also, they happened upon Baharroth, Aspect warrior of the swooping hawks. When they pleaded to examine the wings, they noticed several minor problems, but never mentioned them. They then returned the wings without a word, and built their own version. A small backpack with two small, Jet-like wings was then issued to all Phantom warriors, providing them with flight. Their final Invention came from a wrecked Fire-Prism, where they rediscovered lance technology. They used local crystals and smaller versions of the lance, and came up with the rifle of choice, the Virin Focus-Lance.
WS BS S T W I A Ld Sv
Phantom 4 4 4 4 1 4 1 8 3+Inv (No Armor Saves)
Exarch 4 5 4 4 2 4 1 10 3+Inv (No Armor Saves)
Squad Size: 1-5 Phantoms
Unit type: Jump Infantry
Special Rules: Fleet
Wargear: Virin Focus-Lance, Grav-Pack, Phase-Shifter
Options:
|-You may Upgrade one Phantom to be an Exarch. An exarch may replace his Virin Focus-Lance for
| |-A Virin Focus-Pistol and a power weapon --------------------------------------------------------------------------------------------- Free
|-An exarch may take any of the following exarch powers
| |-Defend ------------------------------------------------------------------------------------------------------------------------------------------- +15
| |-Tank Hunter ------------------------------------------------------------------------------------------------------------------------------------ +15
| |-Crack Shot -------------------------------------------------------------------------------------------------------------------------------------- +5
| |-Shadowstrike ----------------------------------------------------------------------------------------------------------------------------------- +20
| |-Skyleap ------------------------------------------------------------------------------------------------------------------------------------------- +15
| |-Suprise Assault --------------------------------------------------------------------------------------------------------------------------------- +10
| |-Withdraw ---------------------------------------------------------------------------------------------------------------------------------------- +15
|-An Exarch may take a Superior Phase shifter -------------------------------------------------------------------------------------------- +50
|-A single Phantom may take
|-A Virin Focus-Cannon ------------------------------------------------------------------------------------------------------------------------- +20
|-A Virin Pulse-Cannon -------------------------------------------------------------------------------------------------------------------------- +20
Virin Focus-Lance
Range S AP Rules
36" 2x 6-x Assault D6, Fire as one
The Strength of a Virin Focus-Lance is equal to two times the number of phantoms in a squad armed with a Virin Focus-Lance.
The AP of a Virin Focus-Lance is equal to 6 minus the number of phantoms in a squad armed with a Virin Focus-Lance.
Fire as One: During the shooting phase, you make one shot with the entire squad. That means that you count as firing with one model, but use the modifier mentined above. You may fire with any other weapon in the squad, but you may only shoot with one model armed with a Virin Focus-Lance. This rule is non-negotiable.
Virin Focus-Pistol
Range S AP Rules
16" 5 4 Assault 1, Pistol
Virin Focus-Cannon
Range S AP Rules
58" 2x 3-x Heavy 1, Blast
The Strength of a Virin Focus-Cannon is equal to two times the number of phantoms in a squad armed with a Virin Focus-Lance.
The AP of a Virin Focus-Lance is equal to 3 minus the number of phantoms in a squad armed with a Virin Focus-Lance.
Virin Pulse-Cannon
Range S AP Rules
48" x 8-x Heavy D6, Pulse Wave
The Strength of a Virin Focus-Cannon is equal to the number of phantoms in a squad armed with a Virin Focus-Lance.
The AP of a Virin Focus-Lance is equal to 8 minus the number of phantoms in a squad armed with a Virin Focus-Lance.
Pulse Wave: When a Virin Pulse-Cannon fires, draw a line from it to it's intended target. All units in the way must make a toughness test or suffer one wound, saving throws permitted. Against targets without a toughness value, count as strength 10. Terrain counts as armor value 9 for trees and rocks, buildings are av10 and bunkers are av12. If Terrain suffers a penetrating hit, remove it from the table.
Review, comment, and criticize.
42292
Post by: terranarc
dakkawolf wrote:Personally the idea was to mimic hunting wolf packs, atm im gonna try to convert some scorpions with (hopefully) correctly sized claws (might have to try non-astartese lightening claws if i can find them) to see if i can get it to work.
Dire Puppies
45328
Post by: Banahir
I wouldnt mind the concept of an eldar aspect that relates to rangers/assassins. Cloaked, Hooded, Disguised. Always liked the idea of a 40k Alith Anar. Cant think of an appropriate name for that aspect tho.
32955
Post by: Coolyo294
Banahir wrote:I wouldnt mind the concept of an eldar aspect that relates to rangers/assassins. Cloaked, Hooded, Disguised. Always liked the idea of a 40k Alith Anar. Cant think of an appropriate name for that aspect tho.
I think this is what you're looking for: http://wh40k.lexicanum.com/wiki/Rangers
36897
Post by: Oriallis
Rennoc215 wrote:How about the Phantoms?
The Phantoms are an aspect shrouded in mystery. Their aspect warrior was forgotten to time, and they had no craftworld based shrines. Their only shrine lies on the world Ixxen, a planet that was far enough away that barely survived the fall. Over 90% of its civilians died within a flash. those that survived were either master psykers or unusually lucky. with the time and resources, they built a shrine to the fallen and decided never again would eldar society fall apart like that. When word came to their ears that some eldar still survived, they were overjoyed. but a shadow fell upon them when contact was made. The Other eldar seemed far to alien, so caught up inside their paths that they could not afford anything but training and repetitiveness. The Eldar of Ixxen then decided that, even though far too different, they would help their brothers would the need arise. Until then, they honed their technology, and with modified holo-fields, Found the secret to phase technology. This allowed part of a being to become insubstantial for brief moments, providing them the ability to don less armor for the same protection. Also, they happened upon Baharroth, Aspect warrior of the swooping hawks. When they pleaded to examine the wings, they noticed several minor problems, but never mentioned them. They then returned the wings without a word, and built their own version. A small backpack with two small, Jet-like wings was then issued to all Phantom warriors, providing them with flight. Their final Invention came from a wrecked Fire-Prism, where they rediscovered lance technology. They used local crystals and smaller versions of the lance, and came up with the rifle of choice, the Virin Focus-Lance.
WS BS S T W I A Ld Sv
Phantom 4 4 4 4 1 4 1 8 3+Inv (No Armor Saves)
Exarch 4 5 4 4 2 4 1 10 3+Inv (No Armor Saves)
Squad Size: 1-5 Phantoms
Unit type: Jump Infantry
Special Rules: Fleet
Wargear: Virin Focus-Lance, Grav-Pack, Phase-Shifter
Options:
|-You may Upgrade one Phantom to be an Exarch. An exarch may replace his Virin Focus-Lance for
| |-A Virin Focus-Pistol and a power weapon --------------------------------------------------------------------------------------------- Free
|-An exarch may take any of the following exarch powers
| |-Defend ------------------------------------------------------------------------------------------------------------------------------------------- +15
| |-Tank Hunter ------------------------------------------------------------------------------------------------------------------------------------ +15
| |-Crack Shot -------------------------------------------------------------------------------------------------------------------------------------- +5
| |-Shadowstrike ----------------------------------------------------------------------------------------------------------------------------------- +20
| |-Skyleap ------------------------------------------------------------------------------------------------------------------------------------------- +15
| |-Suprise Assault --------------------------------------------------------------------------------------------------------------------------------- +10
| |-Withdraw ---------------------------------------------------------------------------------------------------------------------------------------- +15
|-An Exarch may take a Superior Phase shifter -------------------------------------------------------------------------------------------- +50
|-A single Phantom may take
|-A Virin Focus-Cannon ------------------------------------------------------------------------------------------------------------------------- +20
|-A Virin Pulse-Cannon -------------------------------------------------------------------------------------------------------------------------- +20
Virin Focus-Lance
Range S AP Rules
36" 2x 6-x Assault D6, Fire as one
The Strength of a Virin Focus-Lance is equal to two times the number of phantoms in a squad armed with a Virin Focus-Lance.
The AP of a Virin Focus-Lance is equal to 6 minus the number of phantoms in a squad armed with a Virin Focus-Lance.
Fire as One: During the shooting phase, you make one shot with the entire squad. That means that you count as firing with one model, but use the modifier mentined above. You may fire with any other weapon in the squad, but you may only shoot with one model armed with a Virin Focus-Lance. This rule is non-negotiable.
Virin Focus-Pistol
Range S AP Rules
16" 5 4 Assault 1, Pistol
Virin Focus-Cannon
Range S AP Rules
58" 2x 3-x Heavy 1, Blast
The Strength of a Virin Focus-Cannon is equal to two times the number of phantoms in a squad armed with a Virin Focus-Lance.
The AP of a Virin Focus-Lance is equal to 3 minus the number of phantoms in a squad armed with a Virin Focus-Lance.
Virin Pulse-Cannon
Range S AP Rules
48" x 8-x Heavy D6, Pulse Wave
The Strength of a Virin Focus-Cannon is equal to the number of phantoms in a squad armed with a Virin Focus-Lance.
The AP of a Virin Focus-Lance is equal to 8 minus the number of phantoms in a squad armed with a Virin Focus-Lance.
Pulse Wave: When a Virin Pulse-Cannon fires, draw a line from it to it's intended target. All units in the way must make a toughness test or suffer one wound, saving throws permitted. Against targets without a toughness value, count as strength 10. Terrain counts as armor value 9 for trees and rocks, buildings are av10 and bunkers are av12. If Terrain suffers a penetrating hit, remove it from the table.
Review, comment, and criticize.
I think this sounds a little too close to the fw shadow spectres, heavy support jetpackers with Prism Rifles that combine fire into single powerful blasts
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Post by: Deadshot
I know what we need!A cavalry unit.All other armies have cavalry in one form or another.Granted,Vanilla Marines,BA,DA and BT don't but wolves do,and they \IMO count as Marines,for that purpose.
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Post by: Mahtamori
Deadshot wrote:I know what we need!A cavalry unit.All other armies have cavalry in one form or another.Granted,Vanilla Marines,BA,DA and BT don't but wolves do,and they \IMO count as Marines,for that purpose.
Exodite ally?
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Post by: Just Dave
Deadshot wrote:I know what we need!A cavalry unit.All other armies have cavalry in one form or another.Granted,Vanilla Marines,BA,DA and BT don't but wolves do,and they \IMO count as Marines,for that purpose.
4/5 Space Marine Codices don't, Necrons don't, Chaos Space Marines don't, Sisters don't, Grey Knights don't, Orks don't, Tau don't. Saying 'all other' is a huge exaggeration, even if I have been mistaken.
Eldar have several jetbike units which fulfil a similar/superior role to Cavalry, which IMHO would impose upon Shining Spears.
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Post by: Deadshot
All MEQ is covered by SW Thunderwolves,IMO.CSM have Daemonic Steeds.Sisters aren't a 'real' codex IMO.I thought orks had Squig riders or something.I believe Tau have Kroot Hounds and Krootox riders.True,Crons don't but they are outdated.
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Post by: Just Dave
Deadshot wrote:All MEQ is covered by SW Thunderwolves,IMO.CSM have Daemonic Steeds.Sisters aren't a 'real' codex IMO.I thought orks had Squig riders or something.I believe Tau have Kroot Hounds and Krootox riders.True,Crons don't but they are outdated.
No, I'm not even nitpicking but that simply isn't the case. Space Wolves are a 5th of the (loyal) Space Marine Codices, so I'd say they don't cover 'All MEQ' in the slightest. Chaos Space Marines do not have Daemonic Steeds. Sisters are a real army, crappy Codex or not. Orks don't have squid riders (in 40K). Kroot Hounds & Krootox are not Cavalry and yes, neither 'Crons nor Grey Knights have cavalry and do you really expect the Necrons to?!
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Post by: Deadshot
IMO,which I am entitled to,I get to say SW covers all MEQ.
Chaos Lords can take Daemonic steeds,Khorne and Slaanesh turns them to cavalry,while Tzeentch turns them to JI.
I didn't expect Necrons or Sisters to have them
I don't count SoBs as a 'proper' codex,becasue
A)they pay £10 for tyheir codex,and you get 2 issues of WD thrown in
B)They aren't in a Codex Book.
I thought The Orks had Squig Riders.Maybe in is WHFB I am thinking of.
If Kroot Hounds and Krootox aren't Beasts/Cavalry,then what are they?Just plain Infantry.That suck big time!
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Post by: Just Dave
I didn't say you weren't entitled to your opinion. What I said, I didn't say as fact, I said "I'd say". Nonetheless, representing a 5th of all loyalist MeQ codices, I don't - and I imagine few would - think Space Wolves covers all MeQ.
I completely forgot about the Daemonic Steeds. Still different to a unit and limited to two characters, but yes.
Sisters are still a viable army. Again, like with the Space Wolves, this is interpretation and not one I agree with. Ultimately, if they're listed under the GW site then they are an army IMHO.
Orks don't have squig riders.
They are just infantry, purchased as part of a Kroot Carnivore squad.
None of these points change that saying "All other armies have cavalry in one form or another" is an exaggeration - as I said - and that a beast unit would impose upon the role of Shining Spears.
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Post by: Anvildude
Orks actually don't, and never have had Squig Riders. Orcs don't even have Squig riders.
However, there's Squggoth riders, Goblins have Squig Hoppers in Fantasy, Orcs have Boarboyz, and Orks used to have Boarboyz, and ought to in the future.
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Post by: Deadshot
That is what I was thinking of!
Ok,I concede.But how about a cavalry unit?Wraithriders?One squad per farseer,no FOC,cannot be joined?
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Post by: Just Dave
A cavalry unit would inevitably focus on charging, such is the nature of the cavalry rules. This would therefore seriously impede on the hard-hitting, fast charge that characterises the Shining Spears and to a lesser extent, Jetseer Councils and Banshees/Harlies.
That and I don't see how 'wraithriders' could make sense; they come back from the dead to ride horsies?
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Post by: Deadshot
I was thinking Warlocks on Wraith Hounds,a mixture of beasts brought back through small spirit stones,embodied by Wraith bone.
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Post by: Thom
Deadshot wrote:I was thinking Warlocks on Wraith Hounds,a mixture of beasts brought back through small spirit stones,embodied by Wraith bone.
Begs the question: do animals have souls to be captured in a spirit stone? Maybe make it dragons, people'll fall for that.
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Post by: Deadshot
Dragons can be classified as reptiles=animals.But anything.An Eldar Cavalry unit would be good.
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Post by: Thom
Yeah, but in fantasy stories Dragons usually are the only one - or at the very least, one of the few - that have a sentience equal to or greater than humanoids. Which would sort of help justify them having a soul (if you're into the whole body-mind/soul distinction that Descartes left us with).
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Post by: Deadshot
Oh,I get it now.
So how about this
WraithDragon Rider Aspect Warriors
3-5 WraithDragon Riders
WS BS S T W I A Ld Sv
4 4 3 3 1 5 1 9 4+
Wargear
Something assaulty
WraithDragon mount.
Models mounted on a WraithDragon are cavalry.WraithDragons add +1to the rider's S,W and A.
Wraithsight
The whole squad must test for Wraithsight.If the test is failed,the riders may still shoot,but no model may move,run,assault.
Exarch+usual exarch points.
Including an Exarch lets you reroll the Wraithsight test.
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Post by: Thom
Deadshot wrote:Oh,I get it now.
So how about this
WraithDragon Rider Aspect Warriors
3-5 WraithDragon Riders
WS BS S T W I A Ld Sv
4 4 3 3 1 5 1 9 4+
Wargear
Something assaulty
WraithDragon mount.
Models mounted on a WraithDragon are cavalry.WraithDragons add +1to the rider's S,W and A.
Wraithsight
The whole squad must test for Wraithsight.If the test is failed,the riders may still shoot,but no model may move,run,assault.
Exarch+usual exarch points.
Including an Exarch lets you reroll the Wraithsight test.
Also, it fits in with the whole "Exodites are off to maidenworlds to chase dragons" part of the fluff in the codex. Apparantly there are dragons on Eldar worlds.
About the unit: I suggest giving them wings to fly with, making them relentless - though, if you want assauly that hardly matters. Have them be Fearless, like any self respecting Wraith-. Let the Exarch have the options of Skilled Rider and, maybe, Furious Charge.
Wargear, I suggest: Shimmershield and a powerswordl. The Exarch may upgrade his Shimmershield to a Forceshield; or trade his Shimmershield and powerweapon for two Mirrorswords.
You could also have the Wraith Dragons have a Template shooting attack.
Also, I'd look for a different name, though I have no idea myself at the moment...
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Post by: Deadshot
Exodite WraithRiders?
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Post by: Thom
Bonesang Dragons? Wraithbone Cavalry? Wraithbone Riders? ...? I'm sorry, I kinda suck this evening.
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Post by: Mahtamori
Three things:
1. Eldar don't hunt dragons as much as they herd them. They introduced the dragons (think dinosaurs) to the Exodite and Maiden worlds, and to the Eldar they are no stranger or more mythical than cows or horses are to humans.
2. No Eldar, Craftworld or Exodite, would imbue a respected and venerated Eldar soul into a beast of burden, nor would any of their souls cooperate sufficiently to even remotely make the necromancy work. Dark Eldar probably would, but they lack the technology.
3. That's not how wraithsight work. The Wraiths are unliving Eldar souls imbued into robotic chassis. It is blindness and numbness of perception that makes them immobile. With a rider, the beast would have sufficient guidance not to suffer wraithsight.
Eldar, Craftworld Eldar above all, are fully capable of making animated wraithbone riding mounts, but they would be as reliable as a Jetbike - and just about as sentient as a Jetbike, too.
I would hazard that felines would be the preferred avatar species for such mounts, but they would not suffer wraithsight.
Spinning on on this line of thought, an Eldar rider would most likely not need a close combat weapon, and would be likely to carry a laser or shuriken assault weapon. The actual melee capacity would come from the mount itself, though you could make a special rule stating that additional close combat weapons carried by the rider increases the number of attacks from the mount by 1.
Example:
Shadow Lions (Fast Attack)
Type: Cavalry (Beast). 6" move, capable of running, 12" assault move.
Profile: standard Eldar aspect warrior profile.
Equipment: Each Shadow Lion aspect warrior is armed with a Shuriken Catapult and rides a Grey Cat. Any number of Shadow Lions may exchange his Shuriken Catapult with a close combat weapon and Shuriken Pistol at no additional cost.
Exarch may exachange his Shuriken Catapult with a close combat weapon and Shuriken Pistol at no addtional cost; or a Power Weapon and Shuriken Pistol for +15 points; or a Shadow Lance at +15 points.
Special rules.
Grey Cat - Grey Cat mounts are wraithbone replicas of great feline cats, most often lions but not seldom Lynx or Tiger. A Grey Cat mount alters the rider's unit type to Cavalry. A Gray Cat provides the rider with +2S, +1A and +1 to saves.
Shadow Lance - A Shadow Lance is a long, sleek, two-handed power weapon with a very long, single-edged, sword-like blade. The Shadow Lance always strikes first on a round in which it's rider counts as assaulting, and in such a round also roll an additional D6 armour penetration.
Exarch powers.
Counter-Assault. USR.
Pounce. When assaulting any infantry, jet infantry, jump infantry or (jet)bike models, these models are knocked off their feet by the ferocity of the Grey Cat's pounce, and they may only make at most one attack during this round of combat.
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Post by: Thom
Mahtamori wrote:Three things:
1. Eldar don't hunt dragons as much as they herd them. They introduced the dragons (think dinosaurs) to the Exodite and Maiden worlds, and to the Eldar they are no stranger or more mythical than cows or horses are to humans.
When I said "chasing dragons" is was refering to horses, anyways...
2. No Eldar, Craftworld or Exodite, would imbue a respected and venerated Eldar soul into a beast of burden, nor would any of their souls cooperate sufficiently to even remotely make the necromancy work. Dark Eldar probably would, but they lack the technology.
Were talking about implementing the soul of a dragon into a wraithbone chasis, not the soul of an eldar into a dragon.
3. That's not how wraithsight work. The Wraiths are unliving Eldar souls imbued into robotic chassis. It is blindness and numbness of perception that makes them immobile. With a rider, the beast would have sufficient guidance not to suffer wraithsight.
Actually that is how wraithsight works, they can become unaware of their surrounding - including the rider. That means that they would not respond to the rider either.
Eldar, Craftworld Eldar above all, are fully capable of making animated wraithbone riding mounts, but they would be as reliable as a Jetbike - and just about as sentient as a Jetbike, too.
I would hazard that felines would be the preferred avatar species for such mounts, but they would not suffer wraithsight.
Cool. But why? I've read nothing about felines in the fluff. I have, however, read about dragons.
Spinning on on this line of thought, an Eldar rider would most likely not need a close combat weapon, and would be likely to carry a laser or shuriken assault weapon. The actual melee capacity would come from the mount itself, though you could make a special rule stating that additional close combat weapons carried by the rider increases the number of attacks from the mount by 1.
Like Space Wolves on big ass wolves don't actually need their thunderhammers?
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Post by: Deadshot
They do need the Thunderhammers.The Thunderwolf mount grants rending,on any CC attacks that don't already have a specila rule,ie power weapons.
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Post by: Rocketmike
Not sure if anyone else has mentioned it, but having unit named the Menshad Korum would be pretty cool. They are the "Lost Warriors" and more specifically they are Exarchs who have adopted more than one Aspect. I made up a unique special character that was a mix between a Striking Scorpion and a Fire Dragon exarch. Imagine an exarch with as many attacks as a Striking scorpion but made with the Fire Axe given to Fuegan, the fire dragon Pheonix Lord.
Anyway... Make a combination of any two aspects and call them the Menshad Korum, that's what I would do.
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Post by: Thom
Deadshot wrote:They do need the Thunderhammers.The Thunderwolf mount grants rending,on any CC attacks that don't already have a specila rule,ie power weapons.
Not the point I was making; if they're on mounts they can still have an assault wargear, was what I was saying.
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Post by: Deadshot
Oh,sorry.
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Post by: Mahtamori
Thom wrote:Mahtamori wrote:Three things:
1. Eldar don't hunt dragons as much as they herd them. They introduced the dragons (think dinosaurs) to the Exodite and Maiden worlds, and to the Eldar they are no stranger or more mythical than cows or horses are to humans.
When I said "chasing dragons" is was refering to horses, anyways...
2. No Eldar, Craftworld or Exodite, would imbue a respected and venerated Eldar soul into a beast of burden, nor would any of their souls cooperate sufficiently to even remotely make the necromancy work. Dark Eldar probably would, but they lack the technology.
Were talking about implementing the soul of a dragon into a wraithbone chasis, not the soul of an eldar into a dragon.
Re-wrote this section so many times, suffice with;
Eldar do not need souls in order to power their creations, Wraithguard and Wraithlord are imbued with Eldar souls in order to manufacture sentient soldiers. Even in life an animal like a dragon is not sentient nor moral.
Eldar souls are the only known souls which retain sentience after death, and as such the only viable souls to capture inside a spirit stone, and by extension the only viable souls for Wraiths.
3. That's not how wraithsight work. The Wraiths are unliving Eldar souls imbued into robotic chassis. It is blindness and numbness of perception that makes them immobile. With a rider, the beast would have sufficient guidance not to suffer wraithsight.
Actually that is how wraithsight works, they can become unaware of their surrounding - including the rider. That means that they would not respond to the rider either.
The only information I can find on wraithsight is found in 3rd and 4th edition codex, where it details vision and vision only.
Eldar, Craftworld Eldar above all, are fully capable of making animated wraithbone riding mounts, but they would be as reliable as a Jetbike - and just about as sentient as a Jetbike, too.
I would hazard that felines would be the preferred avatar species for such mounts, but they would not suffer wraithsight.
Cool. But why? I've read nothing about felines in the fluff. I have, however, read about dragons.
Hazzard implies guessing. I'm basing it off of images of Gyrinx and how elves in general are described and attributed feline qualities.
Spinning on on this line of thought, an Eldar rider would most likely not need a close combat weapon, and would be likely to carry a laser or shuriken assault weapon. The actual melee capacity would come from the mount itself, though you could make a special rule stating that additional close combat weapons carried by the rider increases the number of attacks from the mount by 1.
Like Space Wolves on big ass wolves don't actually need their thunderhammers?
You over-interpret my reasoning, do note how I have not completely discarded the possibility of handling close combat weapons. Prioritizing mid-ranged weapons seem to be the forté of the current Eldar.
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Post by: Deadshot
Can dragons speak?Then how do you know that they are not sentient?Prove it.
No clue on wraithsight
These are Eldar,not Elves.Essentially,they seem like Elves,but that doesn't mean they are cat people.
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Post by: Mahtamori
Deadshot wrote:Can dragons speak?Then how do you know that they are not sentient?Prove it.
No clue on wraithsight
These are Eldar,not Elves.Essentially,they seem like Elves,but that doesn't mean they are cat people.
Sentience or no sentience is impossible to prove in real life, or even in other human beings if you want to get downright philosophical. Regardless, the fluff blatantly states (on page 14) the level of a souls strength necessary to retain conciousness (and as such sentience) after death - and humans don't meet the cut, and since dragons are simply dinosaurs which can be assumed to be about as sentient as crocodiles (i.e. hardly able to learn) it is a safe assumption to rank them further down the scale than humans.
Don't fool yourself, these are space elves ("looks like a duck, quacks like a duck...").
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Post by: Deadshot
Assuming makes an @$$ out of you and me.
That isn't a personal attack or anthing,just a phrase I kept hearing.
Looks like a duck,quacks like a duck,turns out it was a goose.
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Post by: Banzaimash
Hurricane Harpies.
WS4,BS4,S3,T3,W1,I5,A2,Ld9,Sv5+.
Squad size 5-10.
Jump Infantry.
Weapon: Two Shuriken Pistols(count as twin linked),melta bombs,Harpy jump packs.
23 points per model.
Exarch upgrade for an extra 7points(entails an extra attack,BS,WS,I).
Spec Rules:Hit-and-Run, Fleet-of-foot, Deep Strike.
Options: Any Harpy may swap its dual shuriken pistols for a shuriken pistol and a close combat weapon for free. For an extra 5 ten points per model they may take a power weapon in replacement of their close combat weapon. For every 5 models in a squad one may swap its shuriken pistols for a flamer for an extra 5 points. Each model may also swap its dual shuriken pistols with dual fusion pistols for 10 points per model(count as twin linked).ETC. The main principle of this unit is to provide the Eldar with a specialized close assault unit that can move faster than Banshees or Scorpians, but trade out the special rules such as Acrobatic or Stalker for jump packs. An alternative are an advanced form of rangers, who are specialised in long ranged accurate combat (as opposed to Dark Reapers that use heavy weapons to lay down more destructive and suppressing fire).
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Post by: kitch102
I'm seeing brightly coloured incubi... 3+ armour save, high strength value power weapons and furious charge.
The... Thunder... Giants.... ?
48017
Post by: Banzaimash
What about Eldar Terminator equivalents.
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Post by: Thom
Mathamori wrote:Re-wrote this section so many times, suffice with;
Eldar do not need souls in order to power their creations, Wraithguard and Wraithlord are imbued with Eldar souls in order to manufacture sentient soldiers. Even in life an animal like a dragon is not sentient nor moral.
Eldar souls are the only known souls which retain sentience after death, and as such the only viable souls to capture inside a spirit stone, and by extension the only viable souls for Wraiths.
The Eldar codex refers to "megadons that the Exodites know by the name of dragons." Megadons were big ass sharks, not dinosaurs. My hair is a bird and such...
Back to the actual point, an animal like a dragon - a typical fantasy dragon - is sentient, at the very least like our chimps and elephants. Though it might not be "moral" (whatever that means, I'm really not in the mood for such a discussion) that doesn't mean it can't have a soul, DEldar aren't actually "moral" yet their souls go to Slaanesh.
The only hints to the nature of spirit stones from the codex is in the bit about the Tears of Isha - which explains that the actual tears of Isha are the spirit stones as we know them today and through these stones Isha could "see and talk to her children." And the bit about spirit stones, where it says that it's a "psycho-receptive crystal called a waystone, and is attuned solely to the mind of its owner." It also says that " virtually no Human mind is strong enough to retain a sense of consciousness after death" [emphasis added]
But I grant you that it's a stretch to capture a dragons soul in a waystone, hence making it a spirit stone - unless you'd go as far as a film like Dragnheart.
The only information I can find on wraithsight is found in 3rd and 4th edition codex, where it details vision and vision only.
While the wraithsight rule talks about sight, the Wraithlord entry talks about "consciousness" - which is understandable since we, Westerners, are used to equating "vision" with "consciousness." I think we shouldn't take sight to literal here. The rule states that they do nothing, not even move, if wraithsight hits - to me that means they've lost consciousness and are lost in the Warp.
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Post by: Rented Tritium
Banzaimash wrote:What about Eldar Terminator equivalents.
I came here to post this!
I'm picturing armor reminiscent of dark reapers only bigger. Big slow guys with spiked fists and a super short range shoulder weapon, maybe a flamer or something. High points costs, squad size of 1-3, good stats.
Fluffwise, make them rare and powered by sadness etc eldar obv. Maybe the spikes on their fists are broken soulstones, sort of like fallout's dog tag fist.
Call them the trudging sorrows or something.
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Post by: Deadshot
Sounds a bit like Wraithguard. Automatically Appended Next Post: Banzaimash wrote:Hurricane Harpies. WS4,BS4,S3,T3,W1,I5,A2,Ld9,Sv5+. Squad size 5-10. Jump Infantry. Weapon: Two Shuriken Pistols(count as twin linked),melta bombs,Harpy jump packs. 23 points per model. Exarch upgrade for an extra 7points(entails an extra attack,BS,WS,I). Spec Rules:Hit-and-Run, Fleet-of-foot, Deep Strike. Options: Any Harpy may swap its dual shuriken pistols for a shuriken pistol and a close combat weapon for free. For an extra 5 ten points per model they may take a power weapon in replacement of their close combat weapon. For every 5 models in a squad one may swap its shuriken pistols for a flamer for an extra 5 points. Each model may also swap its dual shuriken pistols with dual fusion pistols for 10 points per model(count as twin linked).ETC. The main principle of this unit is to provide the Eldar with a specialized close assault unit that can move faster than Banshees or Scorpians, but trade out the special rules such as Acrobatic or Stalker for jump packs. An alternative are an advanced form of rangers, who are specialised in long ranged accurate combat (as opposed to Dark Reapers that use heavy weapons to lay down more destructive and suppressing fire). Several points. First,what does a Harpy JP do,because it is not mentioned. Second,the only value I could gain from a Pistol and CCW is that if you want to rtake a power weapon.2 pistols give you the extra attack,and if you take the CCW then you lose TL pistols,and swap it for a normal one. Thirdly,dual Fusion pistols is a waste,as you get to only fire 1,and they are undercosted. Tl is fine,but it would be simplerr to say a CCW(No PW swapping) and TL fusion pistol,and then you don't have people whining about 2 fusion pitols that are absolutly rubbish,fluff wise.
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Post by: Mahtamori
Thom: Never heard the equation that vision is conciousness before.
Eldar use titans to herd these megadons, and neither fantasy dragons nor big sharks make for good herd animals.
My main argument remains: Eldar wouldn't need to make a wraith-mount since the soul in the spirit stone isn't necessary to spark motion, that's just the pilot, and when the mount has a pilot you don't need two minds.
All it would really do is enforce an artificial drawback and make the unit unreliable. Seeing how Eldar usually play, unreliable is bad. Very bad.
Banzaimash / Rented Tritium: Isn't the Eldar terminator equivalent supposed to be the Wraithguard?
(Eldar actually have a Path of Wailing for those overcome with sorrow)
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Post by: Thom
Mahtamori wrote:Thom: Never heard the equation that vision is conciousness before.
Plato, Descartes, Nietzsche, Rorty...
Eldar use titans to herd these megadons, and neither fantasy dragons nor big sharks make for good herd animals.
Hence the "my hair is a bird..." Though, I think fantasy dragons could be herded.
Other than that I've come to completely agree with you.
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Post by: Banzaimash
Sorry I don't play Eldar, it was just a suggestion. I still think the concept is sound though. Automatically Appended Next Post: Harpy jump packs are just regular jump packs.
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Post by: dakkawolf
Personally, wraithguard are cool, and the idea of Terminator Eldar works... but i would have them *if we're bandying the idea around* taller suits of slender'er terminator style armour.... possibly with a twin-linked shuriken pistol... or something of the kind in mix with a power / witch weapon...
However i don't think the wraithguard preform the same jobs as Terminators, i would think they are simply medium ranged support walkers, built to be smaller wraithlords without CC weapons....
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Post by: Hooking Squaks
How about Hurricane Harpies. Women eldar with two fusion pistols a bit like seraphine
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Post by: Mahtamori
Thom wrote:Mahtamori wrote:Thom: Never heard the equation that vision is conciousness before.
Plato, Descartes, Nietzsche, Rorty...
Eldar use titans to herd these megadons, and neither fantasy dragons nor big sharks make for good herd animals.
Hence the "my hair is a bird..." Though, I think fantasy dragons could be herded.
Other than that I've come to completely agree with you.
Ah, philosophy. Figures. I don't know if I should be glad or sad I never had it shoved down my throat at school.
I must be slow or something, I actually didn't catch the meme reference until now.
--
dakkawolf: No, they don't perform the same role since they are vulnerable to powerfists and power armoured power weapons. Terminators are better at soaking those. The efficiency of Wraithguards is a bit dubious compared to Terminators, but Wraithguard land on the shooting side while Terminators tend to land on the assaulting side when push comes to shove. I do believe someone somewhere on this section of the forum suggested Wraithguard with what essentially amounts to either power weapons or power fists. I have, myself, suggested that Wraithguard might be interesting if they simply had Monstrous Creature attached to them.
In either case, Eldar terminators-ish are very possible.
--
Banzaimash: Them harpies are a sound concept, however, I'd just like to point out that with a save of 5+ they won't stand much chance in melee - when they cost more than a Warp Spider. I know that you've attached the rather costly HNR on them, but shuriken pistols are peashooters. They shoot large peas, yes, but they're still peas. The idea could evolve beyond this, just keep in mind that the squad should have one purpose and be hard to alter for other purposes. They are, after all, very, very, close to Storm Guardians with jump packs.
Now, the Eldar Fast Attack section is a bloody mess, with Hawks and Spiders stepping on each other's toes. I'd personally suggest sticking with melee. You could make a point of the dual-pistols, though, and maybe do a gun kata rule. Just keep in mind that too much shooting and you step on Spiders and too much power weapons and you step on Spears.
That is, if you want to keep it in a codex complementary format.
The name, though, is really quite awesome in my mind. Very codex-like.
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Post by: Hooking Squaks
what about hurricane harpies. abit like seraphine swooping hawk wings and 2fusion pistols.
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Post by: Anvildude
Could go with masses of melee attacks, instead of fewer powerful attacks or masses of shooting attacks.
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Post by: Banzaimash
Thanks Mahtamori  .
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Post by: Rocketmike
Grab some Wraithguard and make a few variations. Maybe a Wraithknight, who give up their Wraithcannon for an eldar equivalent of dual lightning claws. The powerfists arent really needed as they are already str 6 right? Also throw on a 5+ inv. save for added durability in cc vs the power weapons. Maybe give them one extra base attack just to make them that much better in cc, or give them furious charge or something.
As far as a new aspect, I still think you should go with the Menshad Korum as I mentioned earlier.
Perhaps a unit of wraithguard that had formerly been a specific aspect before they were all killed by a certain enemy. So now you have a Unit of Wraithguard who have been given all of the Striking Scorpion gear but maintain their own stats and have the preferred enemy of whatever it was that killed them before.
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Post by: kitch102
Rocketmike wrote:Grab some Wraithguard and make a few variations. Maybe a Wraithknight, who give up their Wraithcannon for an eldar equivalent of dual lightning claws. The powerfists arent really needed as they are already str 6 right? Also throw on a 5+ inv. save for added durability in cc vs the power weapons. Maybe give them one extra base attack just to make them that much better in cc, or give them furious charge or something.
As far as a new aspect, I still think you should go with the Menshad Korum as I mentioned earlier.
Perhaps a unit of wraithguard that had formerly been a specific aspect before they were all killed by a certain enemy. So now you have a Unit of Wraithguard who have been given all of the Striking Scorpion gear but maintain their own stats and have the preferred enemy of whatever it was that killed them before.
Cool idea, but you'd just end up replacing the standard units though wouldn't you? Unless they were elite versions like the DE trueborn / blood brides I suppose...
Automatically Appended Next Post: Kin Hunters!
A unit with farely base stats that do extra damage vs DE.
Or, a unit that has preferred enemy against a randomly decided (dice roll) unit.
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Post by: Deadshot
What about Pheonix Dragon Corsairs?
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Post by: hemingway
I'd be happy with a troops choice that was suited to assault, something similar to assault marines or CSM, where they at least have 2 weapons for the extra attack, and possibly furious charge. the exarch gets a power weapon or mirrorblades or something. the exarch ability can be similar to the DA's Defend so they can dish out some hurt without being mangled in the counter-attack by mediocre troops with their low T and Armor.
Even a striking scorpions clone, without the mandiblasters would be great. A sort of Scorpion Lite, that can fill out the ranks a little bit without being stupid expensive.
All three assault-based units are in the elites category, so if you want to make an assaulty army that will actually be able to close with the enemy, you only have 3 units. which means if you take harlequins or banshees, you have to exclude fire dragons...and who wants to do that? they're amazing.
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Post by: darkPrince010
Perhaps the Kin Hunters could roll a d6 when charging an enemy, and on a certain roll (maybe 5+), they get the Preferred Enemy USR against that squad for this combat (Rerolling if they break and later re-engage, as the Eldar souls have trouble sometimes remembering those who ahve wronged them or who they've hunted in past lives or whatever). You could just make them always succeed on the roll vs DE or Chaos Daemons or something (Kind of like a mini-Gk anti-daemon unit).
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Post by: Mahtamori
@hemingway: Blood Mantis WS: 5. BS: 4. S: 3. T: 3. Wd: 1. Att: 2 Init: 5 Lead: 9. Save 4+ Type: Infantry Special rules: Fleet. Equipment: Two Close Combat Weapons. Cost: 13 points per model Exarch abilities: <Squad Furious Charge> (15 points), <Allowing consolidation moves to initiate assaults> (10 points) Exarch weapon choices: dual Power Weapons (10 points), <3rd edition Web of Skulls> (15 points) Compared to Scorpions they have +1Ws, -1S, -1Sv, +Fleet, and their exarch abilities are more assault oriented than a Scorpions' infiltration. Compared to Storm Guardians they have +2WS, +1A, +1In, +1Ld, +1Sv The lack of pistol is an intentional drawback.
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Post by: hemingway
Mahtamori wrote:@hemingway: Blood Mantis WS: 5. BS: 4. S: 3. T: 3. Wd: 1. Att: 2 Init: 5 Lead: 9. Save 4+ Type: Infantry Special rules: Fleet. Equipment: Two Close Combat Weapons. Cost: 13 points per model Exarch abilities: <Squad Furious Charge> (15 points), <Allowing consolidation moves to initiate assaults> (10 points) Exarch weapon choices: dual Power Weapons (10 points), <3rd edition Web of Skulls> (15 points) Compared to Scorpions they have +1Ws, -1S, -1Sv, +Fleet, and their exarch abilities are more assault oriented than a Scorpions' infiltration. Compared to Storm Guardians they have +2WS, +1A, +1In, +1Ld, +1Sv The lack of pistol is an intentional drawback. yeah, something like that would be great. 3 squads of them, some banshees or scorps, and firedragons to pop armor, maybe some warp spiders adn you have a pretty wicked assault themed force. even the name is cool.
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Post by: darkPrince010
I like the Blood Mantis idea, but I personally think you should be careful to note that they can't take Wave Serpents or something to avoid them getting across the board incredibly easily, since the exarch ability to consolidate into new assaults would be abused to hell otherwise. That, and bump the point cost to at least +25 or so for that ability...
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Post by: Mahtamori
darkPrince010 wrote:I like the Blood Mantis idea, but I personally think you should be careful to note that they can't take Wave Serpents or something to avoid them getting across the board incredibly easily, since the exarch ability to consolidate into new assaults would be abused to hell otherwise. That, and bump the point cost to at least +25 or so for that ability...
Well, I left out the transport option simply as an oversight. They should have one, actually it is absolutely vital they can be transported. In the current meta they will not live long enough to consolidate even once without one. The consolidation should be clarified as "only when consolidating after winning a close combat". I don't think it's all that potent since the power of the unit isn't all that high. We're not talking about Terminators consolidating into a new combat, but something more along the line of bog standard ultramarines.
But even so, the prices are just a sketch.
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Post by: darkPrince010
Hmm. I guess as long as they aren't CC monsters (Not on a Howling Banshee or Assault Marine level) and have smallish squad sizes, I think it'd be okay. I was just thinking that if it isn't handled carefully, it could lead to a "Table the Tau player in Turn 2" scenario thanks to constantly consolidating or something.
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Post by: Deadshot
Guardsmen used to be a victim of this scenary in 4th ed.They would bunch up to maximise support,but then a single outflamnking 'stealer squad would just maul them all,before charging into the next squad,and repeat.If they sread out,then they didn't have the rapid fire on the CC unikt in there ranks,and they couldn't fight as well.
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Post by: Mahtamori
Yup, pretty much. Guardsmen, Tau Fire Warriors, and Eldar light troops are the intended targets for Blood Mantis to maul. Scorpions would be for the tougher mobs, particularly Ork mobs, while Banshees go for MEQ/TEQ.
The problem with true GEQ troops is that you need a lot of attacks, and bringing a lot of attacks to bear on them means that the troop would simply death-by-armour save MEQ/TEQ better than Banshees ever could. Thus you need a different ability, and that's to break the troops.
Now there's probably other ways to do it as well, that I haven't thought of, by I wanted to create a melee-rampaging unit that did not have to fall back on armour or any of the other classical ways to make an effective unit.
Now, if the consolidate is a bit too powerful, how about a rule that states that the Blood Mantis may, for each unsaved wound they inflict, make another melee attack at initiative 1?
This has a great possibility of generating a large amount of attacks against GEQ, while it is distinctly inferior against MEQ/TEQ where both toughness and armour works doubly against the extra attacks.
At the same time, it does allow most units the chance to defend themselves prior to the extra attacks. (Although the Exarch's Web of Skulls would be... sick)
We still haven't got any aspect warriors which embody Khaine's aspect of assassination/murder, by the way. All aspects embody Khaine in some way (except Banshees, whom were gifted to Khaine by the Hag), and he is not only the God of war and anger-management issues.
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Post by: Deadshot
Well,we alreadyhave rangers and pathfinders,so theey fill the roll of assassins.
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Post by: Rocketmike
Wraith Scorpions
WS 4
BS 4
S 5(6)
T 6
W 1
I 4
A 1(3)
Ld 10
Sv 3+/5++
Wargear: Scorpions chainsword (added str shown in profile), Mandiblasters (Extra attack shown in profile), Wraithpistol
Wraithpistol: A miniaturized version of the Wraithcannon, the pistol version is small enough to fit in one hand (extra attack shown in profile). The wraithpistol has the following profile...
Range: 12" S: X AP: 4 Pistol
The wraithpistol always wounds on a 4+ regardless of toughness and against targets with an armor value, it always glances on a roll of 6.
Special rules: Fearless, Wraithsight
Options for: Infiltrate and Move through Cover
This is what I had in mind for a squad of Striking scorpions that had been wiped out but now continue to fight together in death as Wraithguard, only it makes sense for them to continue in their style of combat. Would fill the role of a cc Terminator pretty well I think. Thoughts?
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Post by: Deadshot
You would need to give the pistol a Str value.
For example,the gauss flayer has similar rules vs vehicles(gauss),so would glance AV 10 on a 6 anyway.Then the Gauss balster could pen AV 10 on 6,even though it was gauss.
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Post by: Mahtamori
Deadshot wrote:Well,we alreadyhave rangers and pathfinders,so theey fill the roll of assassins.
Not quite what I meant, I was musing from a fluff perspective, and the rangers walk the path of the explorer (i.e. Outcast). Contrary to most Eldar, they seek to experience the universe around them rather than create a universe of their own on the craftworld - it is not a warlike path for an Eldar to tread. What I meant was down right cold-blooded murderers. Sort of a melee version of the Reapers, but I supposed all an aspect like that would be would be a cross between Scorpions and Banshees with all the benefits and few of the drawbacks.
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Post by: Deadshot
Like Death Cult Assaissns,but for Eldar?
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Post by: Rocketmike
There are numerous weapons that don't have a Str value and instead have a special rule. The wraithcannon is one of them and glances on 3-4 and pens on 5-6. The pistol is intended to be a much weaker version of the cannon. perhaps it should always glance on a 5 and pen on a 6 due to its nature. Either way, it doesn't HAVE to have a str value. Sniper rifles are the same way aren't they? Always wound on a 4+?
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Post by: Mahtamori
Deadshot: No, that'd be too solitaire. They'd still have to be aspect warriors, which means guided on the path by exarchs.
Yes, all the way up to Sniper Rifles, Rocketmike. Sniper Rifles are most often S3 with rending when it comes to vehicles.
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Post by: Deadshot
How bout this for assassin/murder aspect warriors. Death Mongers WS BS S T W I A Ld SV Aspect Warrior 4 4 3 3 1 5 2 9 6+ Exarch 4 5 3 3 1 6 3 9 5+ 3-5 Aspect Warriors.....25pts per modal Each is armed with a Shurikan rifle and defensive grenades. The Exarch is armed with a Deathrifle,a Shurikan Pistol, Wargear Shurikan Rifle The shurikan rifle is a long Catapult with a telescopic sight and a dramatic range increase due to a longer barrel and more powerful launch systems.It can be fired with the following profile Range S AP Type 36" X 5 Heavy 2,Sniper Deathrifle An Exarch of the Death Mongers usually wield the deadly deathrifle.The weapon can be used to put a bullet in the head of an enemy,no matter were he hides.The reason for this is infrared scope that sits atop the gun.The gun uses an extremely powerful electromagnetic pulse of energy to propel a microscopic slug to 65% the speed of light.Not much is known about were the pulse is generated from,save the maker of the weapon.Farseers and warlocks are said to fall in pain at the firing of the Deathrifle,and this suggests evil origins.Nevertheless,it is an extremely powerful and deadly rifle,and is revered as such. Range S AP type 10D6"* X 3 Heavy 1,sniper,Psishock** *roll each time the gun fires. **A psyker that suffers an unsaved wound from the Deathrifle sufferes an automatic Perils of the Warp.Any psykers within 12",friend and foe,within 12" of the weapon when fired also suffers an automatic Perils of the warp. An exarchl armed with the Deathrifle may fire even if there is no line of sight to the target.The target may only claim the benefits of cover form a Deathrifle if there is no line of sight.If the Exarch has line of sight to any member of the squad,they may not take any cover saves.The Deathrifle rolls 2D6 for armour penetration,but does not add strength or add D3 for rending.Furthermore,it cannot score a penetrating hit,and these are downgraded to glancing. Special Rules Standard aspect warrior rules. Deadly Marksmen Any roll to hit of 6,followed by a roll to wound of 6 may be allocated to a modal chosen by the firer.The Exarch may always allocate his wounds,and may reroll to hit when shooting. Exarch Powers "Pick Targets....Fire!" During the turn thios is used,all modals in the squad count their weapons as twinlinked.Furthermore,they may allocate their wounds on a to hit roll of 5 or 6,followed by a to wound roll of 6. Master sniper This is used at the start of the shooting phase.During the turn that this is used,the exarch may target a different unit to the squad.After declaring shooting,but BEFORE the EXARCH rolls to hit,he may make a Ld test.If he passes,he may target an enemy unit within 12" of the original target instead.If there is no legitimate target,then he automatically misses,as he has lost his chance to fire.Idf he fails his LD test,then the Target has moved,and he may not fire.
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Post by: Hooking Squaks
What about hurricane harpies.
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Post by: Rented Tritium
Mahtamori wrote:
Banzaimash / Rented Tritium: Isn't the Eldar terminator equivalent supposed to be the Wraithguard?
So? Tons of other roles are duplicated with a slight twist. If the codex can have banshees, scorps AND harlies, I think it can have 2 flavors of terminator equivalent.
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Post by: kitch102
Just reading Path of the Warrior, there's mention in there of the path of grief - in which eldar give them selves over entirely to mourning the passing of life so that eldar on other paths dont have to give focus on negativity which could lead to the 'dark side'.
So how cool would it be to have an aspect based entirely on the path of grief? They could be passive warriors, ie they dont fight, but offer negative modifiers to enemy units based on the number of allied eldar that are dead... so there aoe is... I dunno, 12" at the start of the game, 1 full unit dies it goes up to... 18" and so on.
An alternative would be that eldar units are stronger within their aoe as they dont feel remorse while close to them.
Wdyt?
Was thinking of them being add on / IC's to a unit, but think they'd be much more fun to play as a unit of 10 or so models.
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Post by: darkPrince010
That actually seems really cool, and hard to abuse since iirc Eldar don't have any cheap units to spam to get the bonus easily. Perhaps they can pick a single penalty per turn (Like -1BS, -1S, -1T which doesn't affect ID, -1A to a min of 1, etc) and the Exarch could have powers or wargear that let them do 2 different debuffs at once. I would suggest the debuff should start at 18", and may have bonuses if perhaps at least the majority of the Sorrow Singers squad are killed or something.
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Post by: kitch102
Darkprince010 ftw! Fantastic, is Sorrow Singers the fluff name or did you come up with that? Brilliant call either way, and loving your suggestion of nominating the debuff
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Post by: darkPrince010
Um, just came up with it afaik. Thanks! I think the debuff will have to be careful not to be too OP. I'd prefer if the Exarch bonus and/or the under 50% for the Sorrow Singer squad let you choose an additional seperate debuff (ie -1WS and -1BS or something, not -1Ws and -1 WS since some models have only 2 S or T and would insta-gib because of a song...  ). I'm also thinking of several inherent abilities/upgrades as well: Weight of Tears: Enemies assaulting this unit lose any charge bonuses and cannot count the use of Assault Grenades, and this unit counts as having Defense Grenades Resonating Loss: When a vehicle is hit by this weapon/ability (Dunno if CC or ranged. Either way...) and glanced or penetrated, the if the result is a Crew Shaken, it becomes a Crew Stunned instead. If this unit would normally ignore Crew Shaken and/or Crew Stunned results, treat it as a Crew Shaken result instead (The Crew Shaken result cannot be ignored). Since this unit sounds like they won't attack enemies directly, perhaps it would be an additional debuff that would affect enemy vehicles shot by any friendly weapons within their debuff range? Fading Memories: After a single friendly unit within debuff range is hit, but before rolling to wound, the Eldar player may elect to give them a 4+ cover save against the enemy squad's shooting. This ability can be used only once per Shooting Phase. This, or after an enemy has nominated a squad to Shoot at but before rolling to hit, you may use this ability to force them to reroll all successful rolls to-hit once per shooting phase. Lament of the Craftworld: The Exarch ability that lets them choose 2 Debuffs/turn isntead of 1? I'd suggest that this would only add the second debuff to a single enemy unit within range, instead of every enemy unit within range. Warpmourn: Once per turn, you may reroll a single Psychic test by a friendly unit within debuff range. In addition, once per turn you may force a single enemy unit within debuff range to reroll a Psychic Test. Claustrophobia: (Used during the Shooting Phase, perhaps as a psychic test? It's a smidge off-flavor, but I think it might work for this unit perhaps) If successful, a single enemy unit in debuff range must make an armor check. If they succeed, they must then immediately make a Morale Check or Fall Back. If they do not make the armor save, they are not affected. Again, since this unit isn't meant to be on the offensive, perhaps the ability could be a once-per-turn expensive Exarch upgrade? Wargear: Wraithdust: Count as having a +1 to cover saves, or a 5+ Cover Save if out of cover. Pipes of Anguish: +D3" to the Debuff range (Roll each turn) [Insert Name Here]: +6" to debuff range once per battle.
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Post by: dakkawolf
Just for some consideration, has anyone thought of an idea for possible Eldar terminators? I kinda like the idea, if anyone's got an idea of what they think would work, i would love to hear it.
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