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![[Post New]](/s/i/i.gif) 2010/10/08 04:57:16
Subject: Incoming! Dark Eldar
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[SWAP SHOP MOD]
Decrepit Dakkanaut
OH-I Wanna get out of here
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So all I need is the matrix of leadership and Stan Bush to beat the new DE? Win!
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![[Post New]](/s/i/i.gif) 2010/10/08 05:19:23
Subject: Incoming! Dark Eldar
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Shadowy Grot Kommittee Memba
The Great State of New Jersey
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I've been thinking, and I think the power build for DE may very well be a hybrid mech-horde list. Say 2 squads in raiders, archons have WWP. They zoom up forward, drop the WWP, and then they can bring on 20 man warrior units right into the enemy center. Seems like a good way to get your force into the fight right off the bat. Not only that but as I understand it, the WWP is treated as a board edge, so units like Incubi or Wyches, or whatever else is in there with CC prowess can skip getting shot at and run directly into combat!
Can't wait to try that one...
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![[Post New]](/s/i/i.gif) 2010/10/08 05:21:35
Subject: Re:Incoming! Dark Eldar
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Sinewy Scourge
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... That has been a popular DE tactic for eons beyond remembrance.
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![[Post New]](/s/i/i.gif) 2010/10/08 05:26:04
Subject: Re:Incoming! Dark Eldar
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Shadowy Grot Kommittee Memba
The Great State of New Jersey
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Archonate wrote:... That has been a popular DE tactic for eons beyond remembrance.
I wouldn't know, I've never even seen a DE player round these parts. :(
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![[Post New]](/s/i/i.gif) 2010/10/08 05:26:18
Subject: Incoming! Dark Eldar
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Longtime Dakkanaut
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It has been just near impossible to pull off effectively.
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![[Post New]](/s/i/i.gif) 2010/10/08 05:39:19
Subject: Re:Incoming! Dark Eldar
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Hurr! Ogryn Bone 'Ead!
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Archonate wrote:... That has been a popular DE tactic for eons beyond remembrance.
What? I've played plenty of games against DE, and read plenty of Battle Reports from tournament winning DE players, and I've never seen anybody use it.
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![[Post New]](/s/i/i.gif) 2010/10/08 05:53:01
Subject: Incoming! Dark Eldar
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Longtime Dakkanaut
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Yeah, I was scratching my head at this one as well envy. And the reason for that is because a WWP isn't even going to be viable until turn 3 at the earliest with the current rules.
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![[Post New]](/s/i/i.gif) 2010/10/08 05:54:28
Subject: Incoming! Dark Eldar
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Shadowy Grot Kommittee Memba
The Great State of New Jersey
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Why is that exactly?
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![[Post New]](/s/i/i.gif) 2010/10/08 05:54:54
Subject: Re:Incoming! Dark Eldar
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Sinewy Scourge
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It's one of the first things a new DE player will try. But the move-or-fire aspect of the WWP can really mess things up. Sitting in the open for a full turn is bad for DE. So the idea gets abandoned quickly.
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![[Post New]](/s/i/i.gif) 2010/10/08 05:55:42
Subject: Re:Incoming! Dark Eldar
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Hacking Interventor
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eNvY wrote:Archonate wrote:... That has been a popular DE tactic for eons beyond remembrance.
What? I've played plenty of games against DE, and read plenty of Battle Reports from tournament winning DE players, and I've never seen anybody use it.
Probably because it wasn't that great, and it looks like its worse than it was before. I heard it was really good in 4th but I only ever used raider rush because it was the most effective.
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![[Post New]](/s/i/i.gif) 2010/10/08 06:10:12
Subject: Incoming! Dark Eldar
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Regular Dakkanaut
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Well if the WWP is anything like the tyranid one (trygons make one when they deep strike and it counts as a board edge) you cant assault the turn you come out of it. so your looking at turn 4 assault which is more of a delta strike then an alpha strike.
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![[Post New]](/s/i/i.gif) 2010/10/08 06:11:14
Subject: Incoming! Dark Eldar
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Plaguelord Titan Princeps of Nurgle
Alabama
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haroon wrote: more of a delta strike then an alpha strike.
Zing!
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WH40K
Death Guard 5100 pts.
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![[Post New]](/s/i/i.gif) 2010/10/08 06:16:54
Subject: Incoming! Dark Eldar
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Hoary Long Fang with Lascannon
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I see the WWP as a secondary HQ option though. It would not be the main point of my army IMHO there are so many better options out there that the WWP is a back burner combo.
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Check out this comp!http://www.dakkadakka.com/dakkaforum/posts/list/0/498307.page
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2500 Brothers of Sanguinor
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P.M. for a reference! K.C.C.O.! |
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![[Post New]](/s/i/i.gif) 2010/10/08 06:17:06
Subject: Incoming! Dark Eldar
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Longtime Dakkanaut
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I just saw the actual codex and it seems really awesome. Raiders are 60 points with out upgrades and Venoms are 50 but only hold 5 models. I think the Raider Rush may be a thing of the past but a horde army is certainly a viable and dangerous build. A few of the characters make other units troops and boost a few others. I think the largest let down is that Harlequinns are the exact same as from the Eldar codex, I was hoping they would be a little different. Wyches are 10 pts a piece and Warriors 9 and are troops which can make a mean horde. Inncubi are awesome but expensive... I only got to read it for a few minutes because I had to go but you can expect a full report on the codex tomorrow or Saturday on the blog in my signature. It's looking good DE fans, really good.
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Las Vegas Open Head Judge
I'm sorry if it hurts your feelings or pride, but your credentials matter. Even on the internet.
"If you do not have the knowledge, you do not have the right to the opinion." -Plato
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![[Post New]](/s/i/i.gif) 2010/10/08 06:19:18
Subject: Incoming! Dark Eldar
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Plaguelord Titan Princeps of Nurgle
Alabama
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OverwatchCNC wrote:I just saw the actual codex and it seems really awesome. Raiders are 60 points with out upgrades and Venoms are 50 but only hold 5 models. I think the Raider Rush may be a thing of the past but a horde army is certainly a viable and dangerous build. A few of the characters make other units troops and boost a few others. I think the largest let down is that Harlequinns are the exact same as from the Eldar codex, I was hoping they would be a little different. Wyches are 10 pts a piece and Warriors 9 and are troops which can make a mean horde. Inncubi are awesome but expensive... I only got to read it for a few minutes because I had to go but you can expect a full report on the codex tomorrow or Saturday on the blog in my signature. It's looking good DE fans, really good.
Don't suppose you've looked at the Dark Eldar Rules thread, have you?
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WH40K
Death Guard 5100 pts.
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![[Post New]](/s/i/i.gif) 2010/10/08 06:20:07
Subject: Incoming! Dark Eldar
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Shadowy Grot Kommittee Memba
The Great State of New Jersey
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haroon wrote:Well if the WWP is anything like the tyranid one (trygons make one when they deep strike and it counts as a board edge) you cant assault the turn you come out of it. so your looking at turn 4 assault which is more of a delta strike then an alpha strike.
My understanding was that the WWP functioned exactly as though it were a normal table edge, but I guess we'll have to wait and see.
Likewise, my understanding of it that it was activated instead of a weapon (so not move or use).
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![[Post New]](/s/i/i.gif) 2010/10/08 06:23:46
Subject: Incoming! Dark Eldar
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Regular Dakkanaut
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However, you have to disembark to use it, meaning you cant move a raider 12 and use it.
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This message was edited 1 time. Last update was at 2010/10/08 06:24:57
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![[Post New]](/s/i/i.gif) 2010/10/08 06:25:40
Subject: Incoming! Dark Eldar
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Plaguelord Titan Princeps of Nurgle
Alabama
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haroon wrote:However, you have to disembark to use it.
If that's the case, then it is a turn 3 board edge, basically. You turbo-boost up turn 1. Hope that you live. Disembark (or maybe not) turn 2 and fire the WWP. Turn 3, your reserves come on. That's if it works like reserves. Otherwise (just like the Trygon) if you get your reserves on turn 2, they're coming on your long board edge.
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This message was edited 1 time. Last update was at 2010/10/08 06:26:13
WH40K
Death Guard 5100 pts.
Daemons 3000 pts.
DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+
28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
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![[Post New]](/s/i/i.gif) 2010/10/08 06:42:05
Subject: Incoming! Dark Eldar
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Regular Dakkanaut
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Apparently you can assault the turn the enter from the WWP.
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This message was edited 1 time. Last update was at 2010/10/08 07:02:31
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![[Post New]](/s/i/i.gif) 2010/10/08 07:37:18
Subject: Incoming! Dark Eldar
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Martial Arts SAS
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JohnHwangDD wrote:Erasoketa wrote:JohnHwangDD wrote:
The Webway portal "model" is funny, but if it's Vortex grenade, then it's only 3" diameter, not 5" diameter?
In the old codex the Webway portal rules used the small blast template. IIRC that's 3", so it wouldn't have changed.
So does that mean that only small, man-sized models will be able to use it, or will very big models like Talos & Raiders be able to use it also?
Hmm not really. At least according to the old rules. Rules didn't comment about the size of the models. It works like your side of the table when calling units in the reserve. You had to choose whether you wanted to field a unit through the portal or through your table side. If the reserve roll was succesful then you fielded the unit up to 6" from the portal or the table border, as you had previously chosen. This meant that if a enemy unit managed to get too close to the portal, it couldn't be used (when you put in the table a unit in reserve, you can't field it too close of a enemy unit). But the description of the rules didn't talk about the size of the units. I think every DE unit was able to use it. Automatically Appended Next Post: chaos0xomega wrote:haroon wrote:Well if the WWP is anything like the tyranid one (trygons make one when they deep strike and it counts as a board edge) you cant assault the turn you come out of it. so your looking at turn 4 assault which is more of a delta strike then an alpha strike.
My understanding was that the WWP functioned exactly as though it were a normal table edge, but I guess we'll have to wait and see.
Likewise, my understanding of it that it was activated instead of a weapon (so not move or use).
I agree with you, AFAIK opening the WWP counted as shooting a heavy weapon, and the process of fielding units was like standard reserves.
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This message was edited 1 time. Last update was at 2010/10/08 07:40:45
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![[Post New]](/s/i/i.gif) 2010/10/08 07:47:31
Subject: Incoming! Dark Eldar
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Pyro Pilot of a Triach Stalker
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the new dark eldar rules rock... they have been done to be as hard as blood angels, check in your local games workshop and read the codex they have
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![[Post New]](/s/i/i.gif) 2010/10/08 08:54:03
Subject: Incoming! Dark Eldar
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Angry Chaos Agitator
Rochester, New York
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chaos0xomega wrote:I've been thinking, and I think the power build for DE may very well be a hybrid mech-horde list. Say 2 squads in raiders, archons have WWP. They zoom up forward, drop the WWP, and then they can bring on 20 man warrior units right into the enemy center. Seems like a good way to get your force into the fight right off the bat. Not only that but as I understand it, the WWP is treated as a board edge, so units like Incubi or Wyches, or whatever else is in there with CC prowess can skip getting shot at and run directly into combat!
Can't wait to try that one...
You're wrong.
The WWP army worked in 4th edition, when consolidation into neighboring enemy units after a wiped combat was legal, and vehicles could exit the WWP.
Good luck walking 20 man units on from the portal, that presumably (like the old version) requires your models to fit within their movement's reach of the portal itself - which won't be huge to begin with.
Open topped vehicles, which could exit the portal and drop off their passengers within two inches of any part of their open toppedness worked. Walking huge mobs of wounds that bunch up, have to deal with terrain/blocking enemy units and each other simply won't.
Why are non DE players continuing to post very "sharp" reviews of models/units they have no experience with, or trying to develop tactics they think they overheard some...5 years ago?
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: 4000 Points : 3000 Points : 2000 Points |
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![[Post New]](/s/i/i.gif) 2010/10/08 09:28:10
Subject: Incoming! Dark Eldar
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Blood-Drenched Death Company Marine
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Because they want to be 'experts' on the 'new' army. Every 2nd person on the net is an expert!
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![[Post New]](/s/i/i.gif) 2010/10/08 09:52:44
Subject: Incoming! Dark Eldar
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Angry Chaos Agitator
Rochester, New York
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Phototoxin wrote:Because they want to be 'experts' on the 'new' army. Every 2nd person on the net is an expert! Sad to say I agree with the Tau player, but then again I used to be one. The WWP will still have it's uses, but now that you cannot drive a vehicle through it - that limits its utility and intention somewhat. I can see it being used as late game pushes for smallish units of troops or possible spot reinforcements, but I don't think that an army can be built around it like the ones from 3rd and 4th edition.
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This message was edited 2 times. Last update was at 2010/10/08 09:55:30
: 4000 Points : 3000 Points : 2000 Points |
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![[Post New]](/s/i/i.gif) 2010/10/08 10:06:36
Subject: Incoming! Dark Eldar
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Perfect Shot Dark Angels Predator Pilot
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So what do current DE players have to say about the new DE? Like or dislike the new DE?
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2,200 (18% Painted)
4,000 (94% Painted)
1,000 (74% Painted)
800 (7% painted)
222 Painted 147 Incomplete |
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![[Post New]](/s/i/i.gif) 2010/10/08 10:33:38
Subject: Incoming! Dark Eldar
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Angry Chaos Agitator
Rochester, New York
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Ringarin wrote:So what do current DE players have to say about the new DE? Like or dislike the new DE?
Absolutely love what I've read so far. I don't think anything is game breaking, and I mostly just wanted variety and parity with the other 5th edition books.
New toys are nice, but useful units across the board and fair point values are all we were asking for. Some things were way too cheap, and some things were mind numbingly expensive for no good reason.
GWS has gotten better at balancing points since 1998.
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: 4000 Points : 3000 Points : 2000 Points |
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![[Post New]](/s/i/i.gif) 2010/10/08 11:49:24
Subject: Incoming! Dark Eldar
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Regular Dakkanaut
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LadyCassandra wrote:JohnHwangDD wrote:
So Dark Eldar been taking steroids? Are they as big as Catachans?
Or compatible with the old models?
Scottywan82 wrote:I think the off-size model is just a funny angle
Note the red blur just behind the new Warrior's left shoulder-pad. Look at the second pic, it's exactly the same. My guess is that someone took a picture of a poster at an odd angle, and someone else took a picture of the same poster from straight on. So yes, they seem to be the same size. 
But seems like the new one have better proportion and detail.
Men, the ship (don't have seen the name) is amazing! only a think...... DE don't have a good variety of veicle and maybe are a bit understymate!
p.s. sorry for my english
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![[Post New]](/s/i/i.gif) 2010/10/08 12:03:47
Subject: Re:Incoming! Dark Eldar
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Sinewy Scourge
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Vovin, with some stuff from Bram Gaunt added wrote:
Originally Posted by Vovin View Post
Dark Eldar Summary:
based on The Dudes’ summary, additional information provided primarily by Frgt/10, minor (but nonetheless important) contributors: jspyd3rx, Toloran, Mr Rose, Cosmic Girl, Loceplax, Wraithseer, time2die, gorgon, Ravenous
ALBE=Autarch Lasblaster equivalent
Army-wide special rules:
Night Vision - Acute Senses USR
Strength Through Pain – Most standard Dark Eldar Infantry units will have this rule, although some of the more out there ones will not. The unit (and only the unit) gains an upgrade every time it wipes out an enemy unit (3 max). 1st Feel No Pain, 2nd Furious Charge, 3rd Fearless.
If an IC or IC's join a unit then their cumulative pain points are added together and they gain the benefit of all of them combined. Should the IC leave the unit, the pain points must be distributed as evenly as possible with any remainder being left to the owning player's discretion. If multiple enemy units are destroyed in a combat against multiple DE units, then all the pain points are randomly assigned to the victorious DE side, they don't EACH get a point for every unit destroyed by the combat's results.
Combat Drugs - Succubus (no drugs for Lelith), Wyches, Reavers, Hellions, option for Archons
Roll once. All units with the Combat Drugs rule get the same benefit. One result confers a free pain point.
Results are:
3D6 pick the highest Run moves
+1 S
+1 WS
+1 A
reroll to wound rolls in close combat
+1 free Pain Token
12" Assault and "always attacker" results are gone.
Weapons:
Dark Lance: S8 AP 2 Heavy 1, Lance (even for Scourges)
Splinter Rifle 24" SX, AP5, Rapid Fire, Poisoned.
Shard Carbine 18" SX, AP5, Assault 3, Poisoned.
Splinter Cannon 36" SX, AP5, Assault 4, or Heavy 6 Poisoned.
Splinter Pods - 18" S X AP5 Assault 2, Poisoned It should be mentioned that all ranged poisoned attacks don't work against anything with a Armour value.
Blaster - 18” S 8 AP2 Assault 1, Lance
Disintegrator – S5 AP2 Heavy 3
Shredder - still in
Heat Lances - 18" S6 AP1 Lance, Melta
Wargear:
Webway Portal:
archons, haemonculi only
dropped in shooting phase, dropping the portal counts as shooting and the person who drops it CANNOT be in a vehicle when he drops it. It then acts like a board edge that you can bring reserves on. The WWP is indestructible and impassable once it's down...and in a change, cannot be used to bring on vehicles. Also, if you have a WWP you can always put things in reserves even if the mission doesn't allow. Outflanking and deepstriking reserves can use the portal. No vehicles may pass through the portal (this is a reason to whine about it, I'd admit)
Agonizer: power weapon, no poison rule, but wounds always on 4+
Djinn blade: is not a weapon, but gives 2 additional power weapon attacks, rolled separately, on doubles hits wielder instead
Plasma Grenades: wyches have acces to them, warrior can buy them
Orgasm Grenade Launcher: whole unit has offensive and defensive grenades
Soultrap: If bearer kills an enemy MC or SC in close combat he doubles his Strength to 6. If he kills another one, he doubles his Strength to 10. Bearer has to pass a morale check to do so.
Clone Field: is a wargear item which allows the bearer to nullify D3 attacks directed at him each turn; the specific attacks are chosen by the bearer. Mutually exclusive with shadow field
Shadow Field: same as before
Huskblade: Power weapon that causes Instant Death.
Drug Dispenser: access to combat drugs
Hexfire Rifle - Sniper Rifle, wounded model takes a wounds test or is removed from play (yes this does circumvent EW) He takes the wound check against his base number of wounds, not the current ones.
Blast Pistol - 6" range Blaster, counts as CCW.
Mindphase Gauntlet: any IC or MC HIT (not neccessarily wounded) by this weapon must take BOTH a Strength and a Leadership test for EACH hit. If ANY of these tests is failed, that IC or MC may not attack this assault phase. NO power weapon,
Special Characters:
There are 8 special characters, all are HQ choices:
Asdrubal Vect
Can be taken mounted or on foot. It has been said his throne fits nicely in the spot where the sail goes on the new Raider kit. This implies no new model. Personally, I think the new kit would look a little silly without the sail.
Seizes the initiative on a 4+
has preferred enemy against all unit types and re-rolls to wound against all Eldar models (including Dark Eldar)
Armed with Obsidian Orb: S10 AP3 Assault 1 Blast Weapon that rolls against the target's Ld stat rather than their T. Any unsaved wound caused heals Vect up to his starting number of wounds.
Dais: optional, 200 albes, 13/13/13 raider, transport 10, 3 dark lances
vect and 9 other passangers MUST be deployed in the dais at the start of the game
Duke Sliscus
A corsair captain described as a nasty counterpart to Yriel.
Gives you 2 rolls on the combat drugs chart, picking the result you want.
2+ poison weapons, if he rolls a 5+ to wound, they also ignore armour. A single unit of either warriors or kabalite trueborn have their poison weapons upgraded to 3+.
Drazhar
Apparently there's a strong indication that Drazhar is actually Arhra. It's said "Some Incubbi believe he might be Ahrha, or that his armour contains nothing but bne dust."
7/7/4/4/3/7/4/10/2+
Armed with Demiklaives
Special Rules:
Eternal Warrior, Fleet, Night Vision, Power from Pain
- Can move to a different spot in the same combat as long as he stays in base to base contact with enemy models and in unit coherency.
- Gets instant bonus attack for ever 6 on a saving throw.
- Makes a Incubi unit he joines Fearless. He may only join Incubbi
- Has both Klavex powers.
Lelith Hesperax
9/7/3/3/3/8/4/9/6+
No poison, no drugs, but ignores armour.
3++ in CC and 4++ against shooting
Is equipped with impaler and shardnet. There are two wargear sets for the model but this is only a cosmetic option. There is no rule for another weapon loadout.
Special Rules:
Recieves a bonus attack for every point her WS is above the highest opponent's WS in base contact with her
Lady Malys
4+ invulnerable save
Completely immune to psychic powers and passes this ability onto any unit she joins. Equipped with better Djinn blade If she rolls a double on her Dschinn Blade, the weapon loses it'S special powers.
allows the owning player to redeploy D3 units after deployment...including placing these units back into reserve
Urien Rakarth
Gives out D3 Pain Tokens at the start of the game, which must go to Wrack or Grotesque units
Regains 1 wound at the start of each DE Turn
T5
Urien’s Ichor Gauntlet wounds enemies on a 3+ and inflicts instant death.
Liquifier Gun (new name for the destructor)
Can upgrade Grotesques to S6 for 5 albes each
Wracks become Troops
The Decapitator
no IC, always starts in reserve regardless of mission, deepstrike anywhere on the table without scattering, can not assault in this round
T3, 5+ invulnerable Any wound roll of 6 causes instant death. He is Strength 5.
Baron Sathonyx
Hellion character on skyboard
lower than archons stats in almost all respects, pretty cheap however
has a special skyboard that gives him +2 str on the charge (so +3 with his hellglaive) but no power weapon
making pulling enemy IC's out of units virtually guarenteed. He also shields the unit from fire very effectively if there's decent cover around
no combat drugs either
makes hellions troops, +1 on deployment roll
HQ
Archon
WS/BS: 7 S/T/W: 3 I: 7 A: 4 Ld: 10 Save: 5+
no skyboard or jetbike
Can have a Blaster, or Blaster Pistol. And a lot of other exciting wargear and weapons.
Court of the Archon
Inquisitor style retinue for the Archon. Different (alien) members offer different bonuses.
1-2 Medusae- ranged eye laser style weapon (the background for these are pretty cool; they're basically brains-on-stalks that possess hosts for them to leech off their emotions Archons like to keep them around, for as they eat the medusaes brain, they relive the memories of the battles it encountered =) )): Flame S D6+1 AP D6 Assault 1
1-5 Ur-Ghuls- WS5 S5 T5 W 3 I5 A3, furious charge, feel no pain
1-2 Lhameans- Dark Eldar poison masters, poisoned weapons of the Lhamean and Archon wound on 2+
1-3 Sslyths- 2 wound snake-like mercenaries armed with shardcarbine, splinter pistol and cc weapon (they have 4 arms). also have FnP
Succubus
WS/BS: 8/6 S/T/W: 3 I: 8 A: 4 Ld: 9 Save: 6+
Wargear is minimal, mainly wych weapons and other combat gear, nothing too special. comes with combat drugs as standard, option for Agonizer, no skyboard or jetbike
Haemonculus
1-3 haemonculi per slot, and 1 of them can be an Ancient.
Haemonculus: 4/4/3/4/2/4/2/8/6+
Ancient Haemonculus: 5/5/3/4/3/4or5/3/9/6+
Comes with a free Pain Token (and therefore Feel No Pain)
If there is at least one H. in the army, Wracks are Troops
no way to improve armour, no shadow field
Wargear for Ancient:
- Huskblade
- Archangel of Pain: One causes all enemies within 3d6" to make a LD test. If they fail, their WS and I is 1 for the rest of the turn.
- One is a single shot weapon that 12" Strength d6 AP d6, Assault 2d6.
- A rifle that is 36" sX ap 4, assault 1, sniper. If a model suffers a wound from this, it rolls a characteristic test against its wounds. If it fails, it is removed from play.
- Crucible of Malediction: all psykers within 3d6 take a ld test or get removed from play , one use
- Liquifier: Flame Str 4 Ap D6
Elites
Harlequins
Identical to the Codex: Eldar entry
There is no, repeat NO Solitaire and NO dedicated transport.
Mandrakes
5-10 Mandrakes
4/4/4/3/1/5/2/?/5++
single ccw, 5+ invulnerable
Whenever a unit with this rule has at least one pain token, each model has the following shooting attack: 18” S4 AP4 Assault 2, Pinning
Special Rules: Stealth, Move Through Cover, Night Vision, Fleet, Infiltrate, Power Through Pain
Incubi
5/4/3/3/1/5/2/9/3+
3-10 squad size. Incubus, Klavex
Armed with Incubus warsuit (3+ sv) and Klaives (Power Weapons with +1S), NO plasma grenades, no Tormentor anymore
Special Rules: Fleet, Night Vision and Power from Pain.
Klavex is a squad leader with WS5, A3 who can take:
Demiklaves: 2 smaller blades that either give him +2 attacks or +2S (both are Power Weapons).
Bloodstone: Flame S3 AP 3
Klavex can buy the follwoing Exarch powers:
Onslaught: If a Klavex is in the unit, wound roll of 6 by Klavex or Incubus allows for bonus attacks, these cannot produce more attacks.
Murderious Assault: Klavex points at an IC and gains Preferred Enemy against that IC, can be done every assault phase
Grotesques
4/1/5/5/3/?/3/3/6+
One Grotesque can be upgraded to a aberration. Can take a few special close combat weapons, but no power weapon.
One Grotesque can take a ranged weapon, although BS 1.
Special Rules:
free pain token, aka Feel No Pain, no fleet
If there is no IC in the unit, roll aD6. One a 1, unit is removed from play and every unit in 2D6” gets 2D6 S5 AP- hits
Option for Raider. Takes up two transport slots.
Wracks
Human-sized Homunculus constructs
two poisoned (4+) blades
S3 T4, no fleet
One wrack can be upgraded to a champion. Can take a few special close combat weapons including an agonizer.
1 in 5 wracks can take liquifier
Special Rules:
free pain token, aka Feel No Pain
Option for Raider and Venom.
Kabalite Trueborn
3-10
elite warriors, LD9 and 2A
Armed with Splinter Rifle and Kabalite Armour. Dracon upgrade. Dracon has 3 attacks.
Can swap rifle with splinter pistol and ccw for free or splinter carbine for 5 albes each. Can take plasma grenades for 1 albes each.
Special Rules: Fleet, Night Vision and Power From Pain.
Options to take 4 special weapons and 2 heavy weapons.
Hekatrix Bloodbrides
elite wyches, LD9 and 2A
Syren squad champion with A3
Every third wych can take a special wych weapon.
Troops
Kabalite Warriors
5-20
Stats are the same. Armed with Splinter Rifle and Kabalite Armour. Sybarite upgrade.
Warriors get 1 Dark Lance (25 albes) or Splinter Cannon per 10 models.
Can only take 1 shredder or blaster regardless of squad size.
no plasma grenades
Sybarite can take: grenade launcher for 20 albes, ghostplate armour (4+/6++), venom blade, a power weapon, or an agonizer
Special Rules: Fleet, Night Vision and Power From Pain.
Wyches
5-20
4/4/3/3/1/6/1/8/10/6+
Stats are around the same.
Armed with: Close combat weapon, combat drugs, plasma grenades, splinter pistol, wychsuit.
Hekatrix (squad champion, A2) still have the option for the Agoniser. Wych weapons are one per 5 models.
Special Rules: Fleet, Night Vision, Power from Pain, Combat Drugs.
Dodge (4+): Wyches have 4+ Inv save in CC
Wych weapons
- Shardnet and Impaler: Counts as 2CCW, every enemy model in base contact loses 1 attack to a min of 1
- Hydra gauntlets: Count as 2CCW and grants +D6 attacks instead of the +1 for 2 ccw
- Razorflails: Count as 2CCW, reroll to hit and wound.
Fast Attack
Reaver Jetbikes
3-10
T4, 5+ save, can Turbo-boost 36", Move through Cover
Reavers and Arena Champion
Armed with Wychsuit, splinter pistol, close combat weapon, combat drugs
Reaver Jetbike: +1T and 5+save, built in Splinter Rifle and 36" Turbo Boost
One out of 3 can replace Splinter Rifle with Heat Lance or Blaster.
Bladevanes: Draw a line from the starting point and the ending point of the movement. Select a single unengaged, non-vehicle unit under this line. Each bike does D3 S4 AP- hits. Cover Saves allowed.
One out of three Jetbikes can replace Bladevanes with:
Grav-Talon: 10 albes, as Bladevanes but does D3 S4 AP-, if target suffers 1 or more unsaved wounds it must immediately take a pinning test.
Cluster caltrops:20 albes, Additional to Bladevanes D6 S6 AP- hits
Special Rules: Night Vision, Power from Pain, Skilled Riders, Combat Drugs
There is no way to take these guys as Troops.
Hellions
5-20
Jump Troops, hit and run, Fleet, combat drugs, no plasma grenades
hellglaives give +1A and +1S
Skyboards have a 18” SX AP4 assault 2, Poison shooting attack
Champion can take a special type of skyboard which can pull an IC out of its unit when using Hit and Run. This leaves him engages in Close Combat with the IC though.
can take grenade launcher for 20 albes
Beast Masters
1-5 beastmasters per unit, ride skyboards, count as Beasts though
one beastmaster can take combat weapons like agonizers, no combat drugs
each beastmaster can only have ONE type of beast.
0-5 kymerae per beastmaster, 0-1 clawed fiend per beastmaster, 0-2 Vodwing Flock per beastmaster
Khymera - The old Warp Beast, 4/4/4/3/1/4/3/?/4++
Vodwing Flock - W5, A5, Rending
Clawed Fiend - 4 wounds and 4 attacks, the fiend also gains an attack for every wound it suffers
Scourges
3-10
4+/6++ Ghostplate armour, armed with with Shard Carbines and Jump Pack (no jetpack)
Weapon options:
2 out of 5 can take:
heat lances, dark lances, splinter cannons,
Haywire Grenade Launchers: 24” S4 AP4 Assault1, against vehicles roll an additional D6: suffers a glancing hit on 2-5 and a penetrating hit on 6
Special Rules:
Deep Strike
Heavy Support
Ravager
Fast, skimmer, open-topped, AV 11 11 10
Armed with 3 Dark Lances as standard, can upgrade to diintegrators for free
Can fire all weapons after moving 12" and after Deep Striking
Talos
5/3/7/7/3/4or5/D6/10/3+
Nightvision, Power from Pain, Monstrous Creature, Move through Cover
twin linked splinter cannon, can be upgraded to twin-linked liquifier, twin-linked heat lance and more
can take additional ccw for 15 albes
can make attacks Instant death for 5 albes OR
can roll 2D6 for number of attacks and pick the highes for 10 albes
Cronos
Weaker but cheaper Talos.
3/3/5/7/3/4or5/2/3+
Nightvision, Power from Pain, Monstrous Creature, Move through Cover
When the Cronos kills a model in cc, an unit in 12" gets a Pain Token. Can take ranged weapons, that also gives a Pain Token upon wounding:
Weapon 1: Flame S4 DS 3 Assault
Weapon 2: 18" S3 DS3 Assault Blast 5"
Razorwing Fighter
AV 10, 10, 10
Fast, Skimmer, Supersonic: 36” Flatout
Can fire all weapons after moving 12" and after Deep Striking
TL splinter cannon, 2 dark lances, 4 monoscythe missiles (48" S6 AP5 assault 1, large blast, one use only)
can be upgraded to:
Necrotoxin Missile: 48" 48" SX AP5 Blast 5", Poison 2+, Pinning, one use only
Soulstealing Missile: 48” S7 AP- Large Blast, reroll to wound, one use only
Voidraven Bomber
AV 11, 11, 10
Fast, Skimmer,Supersonic: 36” Flatout
Can fire all weapons after moving 12" and after Deep Striking
Armed with two Voidlances: S9 AP2 Dark Lances and a Void mine: S9 AP2 Lance, 5” Blast, Bomb dropped along its flight path, scatters D6".
can take up to four missiles:
Monoscythe Missiles: 48" S6 AP5 assault 1, large blast, one use only
Implosion Missile: 48”, small blast, W-test (take the W at the start of the game) or removed from play, invulnerable and cover saves allowed, one use only (30 albes a pop)
Necrotoxin Missile: 48" SX AP5 Blast 5", Poison 2+, Pinning, one use only
Soulstealing Missile: 48” S7 AP- Large Blast, reroll to wound, one use only
Transports
Raider
transport 10
Fast, skimmer, open-topped AV 10 10 10
Has upgrades for a 5+ invulnerable (not cover) save and another that gives an extra 2D6" movement.
Upgrades
3 expensive upgrades:
- Nightshield: hasnt changed
- Retrofire Jets: allows deepstrike, fire all weapons after deepstrike, you cant disembark from a DSing vehicle though
- Clonefield: confers 5+ invulnerable save
7 cheap upgrades:
- if the raider moves over a unit it gets D3+1 hits with S4
- 2D6" extra movement
- enemy unit in 6" get -1 on thei Ld, must take a Ld if they try to assault the vehicle
- friendly units in 12" can reroll their moraletest
- raider can tankshot, if it rams it gets +D3 on its front armour
- for every 1 on a close combat to hit roll against the vehicle the unit gets a S4 hit
- splinter rifles and pistols (but no cannons) can reroll failed to hit rolls when shooting from the raider
Venom
4/10/10/10, fast, skimmer
Transport capacity 5 or 6 (codex contradicts itself), clonefield
Armed with Twin Linked Splinter Rifles and can upgrade to a Splinter Cannon
Despite the name, this is not a Harlequin dedicated transport. Every unit with access to the raider can also take a venom, except Groteques
I've added some bit here and there =) Automatically Appended Next Post: Erm, Fantasy Bob, that picture is deader than Jesus, why repost it? :x
I like a lot of stuff, especially all the cool wargear options, the Incubi, the Highborn, the Court of the Archon (can't wait to see models for it) and the mention of the Donorian Clawed Fiend in the Beastmaster entry.
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This message was edited 1 time. Last update was at 2010/10/08 12:07:39
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![[Post New]](/s/i/i.gif) 2010/10/08 13:50:31
Subject: Incoming! Dark Eldar
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Krazed Killa Kan
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Damn.. no HQ on Jetbikes, huh..
Any dedicated transports for Wyches? Don't seem to see any..
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2+2=5 for sufficiently large values of 2.
Order of St Ursula (Sisters of Battle): W-2, L-1, T-1
Get of Freki (Space Wolves): W-3, L-1, T-1
Hive Fleet Portentosa (Nids/Stealers): W-6, L-4, T-0
Omega Marines (vanilla Space Marine): W-1, L-6, T-2
Waagh Magshak (Orks): W-4, L-0, T-1
A.V.P.D.W.: W-0, L-2, T-0
www.40korigins.com
bringing 40k Events to Origins Game Fair in Columbus, Oh. Ask me for more info! |
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![[Post New]](/s/i/i.gif) 2010/10/08 14:13:33
Subject: Incoming! Dark Eldar
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Pragmatic Primus Commanding Cult Forces
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Destrado wrote:I think it's been said that the Ravager and the Raider can use it, but I'm not 100% sure.
Vehicles can't use the WWP. Automatically Appended Next Post: Defiler wrote:The WWP army worked in 4th edition, when consolidation into neighboring enemy units after a wiped combat was legal, and vehicles could exit the WWP.
Some pretty short memories here, LOL. Fourth edition was only a few years ago.
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This message was edited 1 time. Last update was at 2010/10/08 14:19:03
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