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Made in us
Tough Tyrant Guard






Seattle

So I've been doing plenty of thinking at work. (I spend most of my day sanding boats and thinking about 40k.)This is what I came up with so far this week.

Phoenix lords
I imagine that Phoenix lords could actually be the generals of armies, and they would affect the units around them, even if they aren't their own. The command those in proximity to the extent that they are familiar. Thus I included a guardian affect within 12", similar to a banner carrier but unique to each phoenix lord. This would be more a suggestion for how to make them fit the current cost they have instead of moving them to uber exarchs. This makes the assumption that including them in the army does not already make their aspect scoring.

Asurman:
Asurman has taught the eldar all they know war to this day. He was the first of the modern Eldar generals and thus he has more knowledge of battle schemes then any other.
Granted the same powers as an autarch.
He may join any unit, and any unit he joins counts as scoring.
Guardians within 12" gain +1 to BS and WS.

Jain Zar:
All howling banshees count as troops, banshee mask morale tests are taken on 3D6 instead of the normal 2D6
Guardians have +1 attack on the charge

Feugan:
All fire dragons gain feel no pain
Guardians become fearless when he is within 12"

Karandras:
All striking scorpions gain stealth and have a hidden deployment option. Lay down three numbered tokens for each SS squad in cover, pick one for each squad. (similar to ambush rules) Enemy units must test against night fighting rules to see if a token is fake or a squad.
Guardians gain +1 cover save within 12"

Baharroth:
Swooping hawks can move "flat out" similar to skimmers gaining a 6+ cover save for moving 12" or a 4+ cover save for moving 24"
Guardians gain hit and run.

Maugan Ra:
Surgical strike. Dark reapers squads may pick out single targets in a squad. All dark reapers in a squad may elect to shoot at a single model in a squad.
Guardians: May focus their shuriken catapults for a single shot at 18" or the normal two shots at 12"

Lhykosadea:
Warp Beacon: Warp spiders roll 3 dice to teleport and choose two.
Guardians: May move 3" during their assault phase if not in close combat.

War Seer 55 pts

Another thought I had while working. What if when a warlock gets lost on the road of the psychic fighter they didn't go into support roles like farseers but stayed with getting dirty and up close and personal. Well this is what I came up with, and I think it would be an interesting way to up the psychic potential of the Eldar.

WS BS S T W I A LD
5 5 3 4 2 6 2 10

Special rules:
A warseer must take one to four of the following psychic powers.

War gear:
Rune armor: A model wearing rune armor has a 4+ invulnerable save.
Shuriken pistol.
Witchblade: War seer's wield witchblades as in the 40,000 rule book.

Singing spear:
Like witchblades roll a 2+ to wound, but count as strength 9 against vehicles.
Range 12" S: X AP6 assault 1

War seer powers:

Destructor squared: (couldn't think of an awsome name.) 30pts
Drawing upon a rage greater than any human could comprehend the war seer unleashes his fury in a near physical blast of roiling energy.
Use a heavy flamer template S7 AP 3 assault 1

Psychic warrior: 30pts
The war seer fights his opponents not only in this world but in the immaterium, slashing at an opponents mind in concert with his weapon.
Any unit wounded by the warseer must take a leadership test and if failed take 1 wound.

Enrage: 25pts
The war seer fuels his unit with anger lending his own strength to their every hit.
All models in the unit including the warseer gains the following stat changes for one turn.
+1 WS +1 S +1 T -2 I

Focused blast: 25pts
range 6" AP1 Assault 1
Unit is wounded on a leadership test with 3D6

Small eldritch storm: 25pts
Range 24" S4 AP5 Small blast, assault 1

Then I was thinking about that even more and I thought a warseer would be a perfect extension then for the Biel Tan. Similar to a farseer like Ulthwe, the warseer would be the leading hawk in a council on Biel tan that was pulling for re-establishing Eldar dominance through violence. So in the mold of Eldrad here is Aries.

Aries the Raptor: 200ish points
WS BS S T W I A LD
6 6 4 4 3 6 3 10

Has all five warseer abilities similar to Eldrad,
Wind sword: counts as a witch blade, and may cast 3 psychic powers per turn
Counts as an autarch, and has the same abilities.
Swooping hawk wings
Fusion pistol

The final idea I had come up with was a lhykosadea for the warp spiders. \

Lhykosadea
WS BS S T W I A LD
7 7 4 4 3 7 3 10

Warp rider: So familiar with the tides and eddies of the warp she and any warp spider squad she is with rolls 3d6 and chooses 2.

Warp Assault: Lhykosadea continues to flicker in and out of the warp even in close combat. This gives her a 4+ invulnerable save.

Swift movement: Guardians within 12" of Lhykosadea may move up to 6" during the assault phase if not in hand to hand combat. a

This message was edited 1 time. Last update was at 2011/07/13 04:29:17


~seapheonix
 
   
Made in us
Devastating Dark Reaper





Not sure about these Phoenix Lords, for one thing I don't see why they should make Guardians better when they're the greatest of the aspect warriors

Interesting idea on the Warseer, and I agree that for a race of psykers having only 2 special characters that are psykers seems a bit odd.

I like that Aries is able to combine Autarch Strategies with Psychic power.

I'm sure that many people disagree with a warp spider phoenix lord, since the aspect is not one of the originals, but what if we added fluff that she was a new guy, sort of like Karandras. Meanwhile I like warp rider since it drastically reduces the chance of a spider being lost by the warp.

This message was edited 1 time. Last update was at 2011/07/13 12:41:34


War is my master, Death my Mistress- Maugan Ra  
   
Made in se
Wicked Warp Spider






Ios

Karandras is first generation exarchs, but more powerful than most Phoenix Lords, from what I can gather. A Warp Spider exarch would be significantly younger, since the technology used by that aspect is an invention after the War In Heavens, but it is still possible that their founding exarch has managed to advance to a state capable of transcending flesh, where the soul would no longer be viable for predation of She Who Hungers.
However, for Warp Spiders it's a duality, either their exarchs are less likely to advance to a state of Phoenix Lord, or more likely, due to their constant exposure to the Warp.

I really need to stay away from the 40K forums. 
   
Made in us
Tough Tyrant Guard






Seattle

While the fluff is bad, goto did write a book that included a warp spider phoenix lord, so does exist. Just not in the model range. It would stand to reason to me that if your aspect is recognized enough to hit fluff, in detail, then it should be ready for a model and rules.

My theory about affecting guardians was more a making them a general who is influencing the units around him, but if we are aiming to make them cheaper and have them as aspect upgrades then that whole line of thinking would be easy to remove. Perhaps just Asurman would get a banner type ability.

This message was edited 1 time. Last update was at 2011/07/13 13:36:24


~seapheonix
 
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

seapheonix wrote:While the fluff is bad, goto did write a book that included a warp spider phoenix lord, so does exist. Just not in the model range. It would stand to reason to me that if your aspect is recognized enough to hit fluff, in detail, then it should be ready for a model and rules.

My theory about affecting guardians was more a making them a general who is influencing the units around him, but if we are aiming to make them cheaper and have them as aspect upgrades then that whole line of thinking would be easy to remove. Perhaps just Asurman would get a banner type ability.


I like it simple: Asurmen gets banner equivalent. Other phx lords allow their aspect to count as troops for controlling objectives. Perhaps allowing a PHX Lord to have one extra squad of his aspect as a retinue. So someone can field 4 scorpions or firedragons, they would all count as troops but you couldn't proliferate them to extreme --- 6 units of fire dragons.

2000
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WIP
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8000 
   
Made in se
Wicked Warp Spider






Ios

Well, any Eldar player with self-respect I've ever seen review Goto has come to the conclusion that, in varying degrees of harsh language, Goto would not even know Khaine's second name. So let's ignore him and live on happily ever after.

As far as Guardians go, I have never managed to fit in the Eldar view of violence versus how Guardians would function in the first place. On one hand, the Eldar psyche is more or less broken down or destroyed when exposed to violence, while on the other hand Guardians seem to be quite commonly used in larger engagements.
I would hazard a guess that the Eldar most suited for Guardian duty would be those that at one time in their life has trained as an aspect warrior and can don the War Mask - in which case their low WS/BS makes no sense. An Eldar may suppress most of the knowledge from previous paths, but skills and impressions still remain.

That said... I don't know about being leaders to anything but their own aspect. As far as the Path of the Warrior goes, it seems that only aspect warriors feel the psychic presence of the phoenix lords, but in that case Karandras would attract the attention of, for example, Dark Reapers as well. Other Eldar seem to sense them only through the Infinity Circuit.

P.S. Wow, Path of the Warrior is choke full of good Eldar fluff

I really need to stay away from the 40K forums. 
   
Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

I just realised how long its been since I posted an update!
I've finished with Asurmen and Maugen. I'm struggling with the others though, so any suggestions would be awesome.

So far I was thinking:
Jain Zar: power weapon, can be used as a thrown weapon as well (ap2?). Either loads of attacks (not so fond of) or instant death?

Fuegan: Heat lance that does major damage to transported units if the vehicle is destroyed (S6 AP2/3 maybe?). same as now in combat.

Baharroth: no idea at all

Karandras: general CC beatstick. tonnes of S4 attacks, possibly confers an extra attack to his unit?

Thoughts?

   
Made in us
Flower Picking Eldar Youth




I like the idea of monofilament that goes with the shadow weaver and night spinner, and was thinking it could have more application. Here were a few ideas.

@Harlequins
Monofilament whip. This whip could be carried by harlequins as an upgrade, or more likely the Troupe master. Made from the same filament contained in a shadow weaver or night spinner, it slices through armor with ease. Can be taken instead of harlequin's kiss, and allows any model equipped with it to ignore all armor saves.

@Striking scorpions
Monofilament Chainsword. This sword would replace a scorpion chainsword. It would still confer +1 S to attacks, but would also weaken armor saves by 1 (a 3+ armor save becomes 4+) to a makimum of 6+.

@Vehicles
Monofilament Web. This rule could be an upgrade for vehicles, such as falcons or fire prisms, and maybe even for jetbikes or vypers. Monofilament wires are stretched tightly aroung the vehicles hull to an extreme tension. They are designed to break on impact and lash out with the sudden release of tension, slicing through nearby foes. when any unit declares an assault on an eldar vehicle or vehilce squadron, or the eldar squadron declares an assault, one D3+1 is rolled. The resulting number represents the chance of a monofilament wire breaking in that assault phase. For the rest of the assault phase, every D3+1 hits scored against the eldar unit results in one S4 AP2 against the assaulting unit. For example, an assault is declared against a Falcon. The eldar player rolls a D3+1 resulting in a two. For the rest of the assault phase, every two hits on the falcon results in in one S4 AP2 hit back against the assaulting unit. Any wounds are allocated seperately from all other wounds (in case the rule is applied to Jetbikes), as they happen both unexpectedly and uncontrollably.

The numbers may need modification but I think these rules, especially the Monofilament web, could be added to the Fandex.
   
Made in se
Nasty Nob





'Ere an dere

aman9324 wrote:@Harlequins
Monofilament whip. This whip could be carried by harlequins as an upgrade, or more likely the Troupe master. Made from the same filament contained in a shadow weaver or night spinner, it slices through armor with ease. Can be taken instead of harlequin's kiss, and allows any model equipped with it to ignore all armor saves.
Would hardly make any difference as the troupe master already can take a power weapon.
Also a bit doubtful about how a monofilament chainsword would work, however I like the idea of having webs attached to vehicles.

This message was edited 1 time. Last update was at 2011/07/20 07:04:07


idolator wrote:That Nob is carrying a big honking gun that happens to have two barrels. You could call it a twin-linked shoota if you want, you could also call it Susan.


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Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

Saintspirit wrote:
aman9324 wrote:@Harlequins
Monofilament whip. This whip could be carried by harlequins as an upgrade, or more likely the Troupe master. Made from the same filament contained in a shadow weaver or night spinner, it slices through armor with ease. Can be taken instead of harlequin's kiss, and allows any model equipped with it to ignore all armor saves.
Would hardly make any difference as the troupe master already can take a power weapon.
Also a bit doubtful about how a monofilament chainsword would work, however I like the idea of having webs attached to vehicles.

I'm not sure exactly how you'd suggest it would work, but to me it feels like an attempt to copy DE's bladevanes. If you can think of a way of implementing it thats not basically a copy of the DE rules then it might be interesting.

No suggestions for the PL's then?

   
Made in se
Nasty Nob





'Ere an dere

Jain Zar should have executioner. Not sure about how Karandras should be but don't think he should give others an extra attack, although he should still have the scorpions bite. Don't think he need so much change really, he gives them stealth and hits hard.

An idea that came to me was to introduce some of the new (more or less) tanks forgeworld has made, but not crowding the heavy support section by them working similar to leman russes. So the base tank is the Falcon Grav-tank, which can also be a Falcon Fire Prism,, a Falcon Firestorm, a Falcon Warp Hunter, or a Falcon Night Spinner. How does that sound?

idolator wrote:That Nob is carrying a big honking gun that happens to have two barrels. You could call it a twin-linked shoota if you want, you could also call it Susan.


My Eldar Blog

THE DARK CITY, A Dark Eldar Dedicated Forum! 
   
Made in us
Tough Tyrant Guard






Seattle

Put a pretty big set of suggestions for phoenix lords earlier. Maybe not all the guardian abilities, but I still like the Karandras makes SS deploy like in an ambush scenario.

Baharroth allowing the swooping hawks to move flat out and gaining the equivalent cover saves. I would really like a return to the phoenix lords having weapons better then the exarchs. So something with more impact then the sun rifle current version.

Maybe Jain Zar's executioner not only gives +2 strength and ignores armor like a power weapon?


~seapheonix
 
   
Made in us
Screaming Shining Spear




Pittsburgh, PA

The Executioner is already a power weapon. Maybe give Jain Zar an improved version of War Shout? I forget if we kept it as leadership or changed it to initiative, but have Jain Zar give a minus two or three to the test.

I think Karandras is mostly fine as he is, he just needs a drop in points.

Maugan Ra definitely needs the Maugetar's range extended to 48" to match the Reaper Launcher, also let the squad ignore cover saves.

I like Gorechild's idea about Fuegan melting units inside their transports, that sounds awesome.

Asurmen's mostly fine as is, maybe make his diresword force them to take the leadership test on 3d6 so there's more chances of it working.

I'm also kinda stumped on Baharroth.

Eldar shenanigans are the best shenanigans!
DQ:90S++G+M--B+IPw40k09#+D++A++/areWD-R++T(T)DM+ 
   
Made in us
Tough Tyrant Guard






Seattle

Doh, silly me on executioner. Well we've made the swooping hawks into mobile tank killers right. What could we give him that would follow in that vein? How about a sun lance?

Range 24" S7 AP2 Assault 2, Lance.
?
Maybe give him some kind of bombard since they often would be shooting from the sky? Ignores cover, always hits rear armor?


~seapheonix
 
   
Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

At the moment I've got warshout down as an initiative test, as 9 times out of 10, a basic Ld test is really really easy to pass.

So if we keep Karandras as he is now as far as stats and wargear go it would be fine. What about his exarch power though?
As it stands the SS' already have "Stalkers - A unit with this ability can come in from reserve from any piece of terrain rather than their board edge" as a basic power.

I've changed Asurmen so it just automatically causes instant death, no need for a test. Is that too much?

   
Made in se
Wicked Warp Spider






Ios

Banshees (War Shout)

Is the initiative test unit or model dependent? If it is unit dependent, does it go by majority, by group, or by highest (the BRB does not specify)?

An initiative test will succeed on a "3+" for group leader GEQ, basic MEQ and Eldar, "2+" for group leader or elite MEQ and Eldar as well as characters.

War Shout gives -1 penalty to hit for enemies and +1 to hit for Banshees against elite MEQ/Eldar. It gives -1 to hit to enemies and +0 to hit for Banshees against Guardians and lower initiative.
The only point in which War Shout actually matters a lot is against MEQ/Eldar/CC HQ, in which case it gives -2 penalty to hit for the HQ unit and +1 for the Banshees.

Translated: War Shout offers very little return for something that the enemy get to defend themselves against because the 40k WS chart does not punish low-WS models.
As far as it goes, War Shout is still a very expensive power at 5 points since it really doesn't do a lot more than complicate the combat.
I'd say beef it up to something that merits 10-15 points, remove the "save", and keep combat flowing easier.

Go from "Banshees hit on 4+ and get hit on 4+" to "Banshees hit on 3+ and get hit on 5+" on the assault.

Also, Banshees still need plasma grenades, or to have their masks provide the effect thereof (which it currently does not do).

---

Dire Avengers

Dire Avenger Exarch Dire Sword ought to be altered. Change it to pseudo-Force Weapon, I recon, meaning it'd require an LD test to cause ID, but it's not a psychic ability and doesn't cause POTW. Or it could just cause ID straight up, since it's on a relatively low strength model in a unit that's not geared for assault.

Additionally, I think we've approached Dire Avengers wrong. Dire Avengers are the Aspect Warriors that, according to the fluff, are all-rounders and versatile. I still hold that one way to make them stand out from Guardians is to allow them to use catapults in melee (i.e. +1S in melee).

---

Swooping Hawks

Baharroth's weapon be a Haywire Blaster that fire templates? I believe that a regular Exarch may already give Flat-out, seaphoenix, but in Turbo-Boost version, which is better. Maybe simply improve the Haywire rule to give 5+ penetration instead of 6+?

---

Shining Spears

Under-slung Bright Lance option for Exarch?

The shots from a Laser Lance are irrelevant. Their bikes have twin-linked Shuricats, which are nearly always better. The shot really must be S6 Ap2/3 in order to even be worth using (or Assault 2).
Also, range 12" since, again, they'd be irrelevant if they are range 6" and the unit has Master of the Charge.

The wording of the Laser Lance should be changed due to the rules regarding Special Close Combat Weapons. I suggest changing it so that it contains "May only be used during an assault phase in which the wielder counts as assaulting" - otherwise it's a two-handed close combat weapon that must be used in later rounds of combat as well, even if the Exarch has a better option in CCW+Pistol.

Master Riders could simply read "and the unit never counts as assaulting through cover". Makes it more edition-proof, as well as it currently also grants S6 grenade attacks against vehicles, which I do not think is intended.

---

Exarchs in general.

Several Exarchs may be granted several ranged weapons, which are all translated to be "fired as a single weapon that counts as Assault X". Why not simply make a blanket statement that "Exarchs may fire up to two ranged weapons of the same kind at the same time"?

---

Crystal Dragons

Hey! I just realized there's no anti-MEQ shooter in Fast Attack section!

Jet Infantry, heavy armour, R18" S6 Ap2 Heavy 2 (Laser-based tech).
Exarch power 1: Reflective Skin - in order to penetrate the Crystal Dragon armour, the AP value of the attack must be at least one point better than the model's armour value.
Exarch power 2: Focus - the unit may fire their laser weapons at twice the normal range, but each weapon fires one shot less than ordinary.

---

I fully support the Falcon Chassis unification. Base hull should be around 60 points. Star Eagle pilot.
Pulse +40 points (Crystal Targeting Matrix sold separately)
Prism +55 points
Spinner +60 points
D-Cannon +60 points
I'd also like to see a Shrieker (twin Vibro Cannon), just imagine a Vibro Cannon that can actually line up the shots.

This message was edited 1 time. Last update was at 2011/07/20 22:24:22


I really need to stay away from the 40K forums. 
   
Made in se
Nasty Nob





'Ere an dere

Anti-MEQ unit sounds ok I guess, albeit a bit too good maybe, however I strongly contradict the name you propose as it contains a word already used for another aspect.

idolator wrote:That Nob is carrying a big honking gun that happens to have two barrels. You could call it a twin-linked shoota if you want, you could also call it Susan.


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Mighty Brass Scorpion of Khorne






Dorset, UK

As we were thinking of moving the Falc to dedicated transport, would it not make sense to make the Fire Prism the basic model, then say it may replace its Prism cannon with X.Y or Z for however many points? If we worked of the Falcon you'd need to include "this removes their transport capacity" or something to that effect, on every option.

Leave the CTM as a falcon only upgrade, along with the pulse laser, then just have all the others bassed of a BS4 frame that can take the usual vehicle upgrades.

   
Made in se
Wicked Warp Spider






Ios

Saintspirit wrote:Anti-MEQ unit sounds ok I guess, albeit a bit too good maybe, however I strongly contradict the name you propose as it contains a word already used for another aspect.

Crystal Dragons is taken from Path of the Warrior where that aspect is mentioned as being one of the newer aspects (along side with Warp Spiders, for example), although I might get the name slightly wrong. There's also the name of Slicing Orbs of Zandros to consider, if one is to take a name that is already canon. It is necessary to be good in such a way. If it does not have two shots, it will perform worse than Warp Spiders against MEQ, and MEQ tends to have heavy weapons so their armour needs to be on the better side. The points target would be in the 20-25 per model range. They essentially carry short-range Star Cannons (4th edition variant).

Gorechild wrote:As we were thinking of moving the Falc to dedicated transport, would it not make sense to make the Fire Prism the basic model, then say it may replace its Prism cannon with X.Y or Z for however many points? If we worked of the Falcon you'd need to include "this removes their transport capacity" or something to that effect, on every option.

Leave the CTM as a falcon only upgrade, along with the pulse laser, then just have all the others bassed of a BS4 frame that can take the usual vehicle upgrades.

That is, of course, a good point. Needs some sort of unifying name, though, so the codex entry would look better. Granted, it would simply be "Grav-tank" or maybe take it's name from their pilots, "Star Eagles" (was it Star Eagles?)?

I really need to stay away from the 40K forums. 
   
Made in se
Nasty Nob





'Ere an dere

Crystal Dragons is taken from Path of the Warrior where that aspect is mentioned as being one of the newer aspects (along side with Warp Spiders, for example), although I might get the name slightly wrong.
It is very possible that name was mentioned, I just don't like it, as there's Fire Dragons too. I feel every aspect should have a unique name (though, now I may be a bit pedantic).

idolator wrote:That Nob is carrying a big honking gun that happens to have two barrels. You could call it a twin-linked shoota if you want, you could also call it Susan.


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Mighty Brass Scorpion of Khorne






Dorset, UK

Mahtamori wrote:
Gorechild wrote:As we were thinking of moving the Falc to dedicated transport, would it not make sense to make the Fire Prism the basic model, then say it may replace its Prism cannon with X.Y or Z for however many points? If we worked of the Falcon you'd need to include "this removes their transport capacity" or something to that effect, on every option.

Leave the CTM as a falcon only upgrade, along with the pulse laser, then just have all the others bassed of a BS4 frame that can take the usual vehicle upgrades.

That is, of course, a good point. Needs some sort of unifying name, though, so the codex entry would look better. Granted, it would simply be "Grav-tank" or maybe take it's name from their pilots, "Star Eagles" (was it Star Eagles?)?


The problem is that all the tanks (Wave Serpents, Falcons, Fire Prisns, Night Spinners ect) are refered to as "Grav-Tanks".

If the entry was something allong the lines of:

Based on the same chasis as the Wave Serpent and Falcon transports, the *name* exchanges all of its transport capability to mount the Eldars most highly advanced and destructive weapons.

*Name* - xxx points

FA12 SA12 RA10 BS4

Unit Type: Tank, Fast, Skimmer

The *name* must take one of the following weapons:
Prism Cannon - xx points
Shrieker Cannon - xx points
Night Spinner - xx points
D-Cannon - xx points

The *name* may take any of the following:
Holo-Fields - xx points
Star Engines - xx points
Spirit Stones - xx points
Vectored Engines - xx points


Makes the HS slot a load more tidy.

   
Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

Version 3 is up in the 1st post. Most the PL's are done and theres a few other minor tweaks. Check it out and let me know what could do with being added/changed

This message was edited 1 time. Last update was at 2011/07/22 11:47:53


   
Made in se
Nasty Nob





'Ere an dere

Gorechild wrote:Based on the same chasis as the Wave Serpent and Falcon transports, the *name* exchanges all of its transport capability to mount the Eldars most highly advanced and destructive weapons.

*Name* - xxx points

FA12 SA12 RA10 BS4

Unit Type: Tank, Fast, Skimmer

The *name* must take one of the following weapons:
Prism Cannon - xx points
Shrieker Cannon - xx points
Night Spinner - xx points
D-Cannon - xx points

The *name* may take any of the following:
Holo-Fields - xx points
Star Engines - xx points
Spirit Stones - xx points
Vectored Engines - xx points

Makes the HS slot a load more tidy.
I think that's good, although you forgot the Firestorm (that is, if we are to include that one).
It's Maugan Ra, not Maugen Ra.
Some better names for Asurmens weapons could be the Sword of Asur, Aurora Shield and I dunno about the catapults.

This message was edited 1 time. Last update was at 2011/07/22 16:11:58


idolator wrote:That Nob is carrying a big honking gun that happens to have two barrels. You could call it a twin-linked shoota if you want, you could also call it Susan.


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Made in dk
Devastating Dark Reaper




Long time no post.

I actually had a thought on Karandras. What about granting him an ability like the Harlequins' Veil of Tears or Tau's stealth suits?
I mean he is supposed to be the one that made Striking Scorpions silent and sneaky, right? So it would make sense that he makes them harder to detect.

   
Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

Saintspirit wrote:
Gorechild wrote:Based on the same chasis as the Wave Serpent and Falcon transports, the *name* exchanges all of its transport capability to mount the Eldars most highly advanced and destructive weapons.

*Name* - xxx points

FA12 SA12 RA10 BS4

Unit Type: Tank, Fast, Skimmer

The *name* must take one of the following weapons:
Prism Cannon - xx points
Shrieker Cannon - xx points
Night Spinner - xx points
D-Cannon - xx points

The *name* may take any of the following:
Holo-Fields - xx points
Star Engines - xx points
Spirit Stones - xx points
Vectored Engines - xx points

Makes the HS slot a load more tidy.
I think that's good, although you forgot the Firestorm (that is, if we are to include that one).
It's Maugan Ra, not Maugen Ra.
Some better names for Asurmens weapons could be the Sword of Asur, Aurora Shield and I dunno about the catapults.

I'll add the firestorm in
I've changed Maugen to Maugan and Asurmen's wargear as well

Wooly wrote:Long time no post.

I actually had a thought on Karandras. What about granting him an ability like the Harlequins' Veil of Tears or Tau's stealth suits?
I mean he is supposed to be the one that made Striking Scorpions silent and sneaky, right? So it would make sense that he makes them harder to detect.

I guess that makes sense going by the fluff, but I don't know how usefull it would be if they can come in from reserve a long way up the board though.

   
Made in dk
Devastating Dark Reaper




Gorechild wrote:

Wooly wrote:Long time no post.

I actually had a thought on Karandras. What about granting him an ability like the Harlequins' Veil of Tears or Tau's stealth suits?
I mean he is supposed to be the one that made Striking Scorpions silent and sneaky, right? So it would make sense that he makes them harder to detect.

I guess that makes sense going by the fluff, but I don't know how usefull it would be if they can come in from reserve a long way up the board though.


It means that you might elect to place your scorpions in a vulnerable position instead of playing it safe. I believe it CAN potentially make a world of difference as to how it's safe to use SS.

   
Made in se
Wicked Warp Spider






Ios

Just some rambling thoughts which have no relevance to the discussion at this flash-frozen moment:

Wraiths, both kinds:
* Monstrous Creatures
* May not run
* May not sweeping advance
* Wraithsight is rolled each phase rather than turn. On 1, the unit's actions automatically fail in this phase. Psychers nearby allows re-roll. Spiritseer auto-succeed roll.
Wraithlord:
* 3 basic attacks
* Take one or two special weapons in any combination
* Swords add one melee attack
Wraithguard:
* May not ever be Troop, unless army is lead by Iyanden SC
* Same sturdy design
* Ranged weapon is two-shot
* Squad size is 3-5.
* Still single wound, so cost per model approximately 1/3 of fully tooled 'lord. (I.e. very slight increase)

Essentially, nerf mobility slightly, increase chance of wraithsight, but limit the effect thereof. Increase offensive power of 'guard significantly and melee power of 'lord slightly. Note also that 'guard would suffer significantly nerfed chances of gaining cover.
Fire Dragons would still offer more ranged firepower against both infantry and above all vehicles, while 'guards offer increased survivability and melee power.

(Current Wraithguard are a bit of a joke. Just compare performance per point with Dragons when not shooting at vehicles.)

I really need to stay away from the 40K forums. 
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

My proposal would be to make the wraith units more resilient but perhaps more susceptible to weapons.

Wraithlord:
W 5 T6 FNP 3+ SV
Wraithguard:
W2 T6 FNP 3+ Sv

They will be hard to kill and should be but concentrated fire should take them down. T6 makes it so they can die to massed AP2 weapons or power weapons but they would be scary indeed to a mass of non-power weapon armed troops.

I like the idea of A3 for wraithlord and +1 attack for the sword. Twp weapons do not result in twin linking. So if you pay for two bright lances, you get two bright lance shots.

Wraithguard perhaps change the weapon to rapidfire 18".
That way they can go stationary and fire without being in assault range or they can move within 12" and get two shots but they can't shoot twice and charge the remnants either.

I don't mind if wraithguard can be troops IF you pay the points and take a squad of 10. I like the idea though of the Iyanden SC qualifying 3-5 man squads as troop choices.

2000
2000
WIP
3000
8000 
   
Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

I really like the Lords being T8. They are one of the very few units in the game that get that immunity to S4 attacks and I think that alone makes them characterful.

IMO the only things that cause them trouble at the moment is their lack of an inv save, and the whole 80 point twin-linked brightlance idiocy. If the heavy weapons get a universal price cut to put them in line with the other 5th ed dex's, and they get an (5 or 6+) invulnerable when by a spiritseer (6 or 12"?). Their base cost could go up to maybe 110-120 points to accomodate for this, along with the fearless/immune to poison part we've included in the "Wraith" rule.

   
Made in us
Gore-Soaked Lunatic Witchhunter







@Shuriken cannons: This may not be a primary consideration, but I'd just like to throw out there that if you drop Shuriken Cannons to S4 you have just made the Nightwing virtually useless. The primary reason it was so cool is that you got 6 S6 AA shots at BS 4, giving it about a 60% chance to obliterate an enemy fighter (more if you're targeting an AV 10 ground vehicle) in one turn of shooting; with your modification you've cut that in half.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
 
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