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Made in us
Longtime Dakkanaut





So at this point Dark Eldar have not seen any love in a while, I know others in the past have posted endeavors such as this but here is mine All comment, suggestions, likes dislikes, welcome. I also accept flames and Private Messages.

So when working on this I had these things in mind: Evil merciless space slavers, Hellraiser [movies], hammerhead sharks, paranoid insanity, fear and loathing, decadence.

Background: The current background has Dark Eldar residing in the webway to hide from she who thirsts [Slaanesh]. The toll on their souls is lessened when in the webway. They need slaves to prolong their life, so as to avoid death and the wrath of what they made as a collective race- she who thirsts.

That’s the very basic idea.

Here is the basic proposed Dark Eldar background
.

At the height of their civilization decadence overcame the entire race, no longer needing to work or try for what they wanted they were left with a society automated wherein their free time was entirely leisure and what they wished. Many succumbed to hedonism, decadence, and darker. Some seeking greater and greater stimulation and meaning to life began stalking the streets and committing violent crimes. The rate of violent crime rose exponentially, and although the offenders were punished many more began to like the thrill of trying to get away with their actions. Out of like mindedness some of these individuals formed the first gangs which would later become Kabals. They formed an underworld of sadistic criminal activity within Eldar society viewing torture and murder as a high science and art form.

Before the fall came, many Eldar fled their own society and ways and set out for feral planets where they could begin life anew with hard work, they purposefully denied certain technologies so they would not be left to their own decadent devices and focused themselves on the path of the Exodite.

Many more left for the craftworlds that float like giant stars through the webway lost fragments of a nearly dead civilization. They focused themselves on paths of warfare, science, and culture to avoid their decadent ways that led to their races downfall. They created a rigid class system based on multiple paths that require constant focus and work to hone mastery of that path, the ultimate goal however was to avoid their decadent nature which led to the fall by avoiding being left to their own desires and devices.


The remaining members that stayed on the homeworlds, and the craftworlds closest to the core of the Eldar systems, were sucked into the warp itself at the birth of she who thirsts, Slaaneshs psychic birth scream tore the fabric of reality itself apart and opened the warp to real space permanently, sucking thousands of worlds the Eldar race once called home into the warp. These worlds would forever be the crone worlds, barren of new Eldar life.

Or so the Eldar claimed.

The Eldar homeworlds were not utterly destroyed when they were pulled into the warp, and although she who thirsts destroyed the majority of the Eldar race billions upon billions remained.

The Kabals remained on the crone worlds, left behind by the Exodites and the craftworld Eldar for their crimes against Eldar society. The Kabals were no fools, they were some of the most devious, underhanded and conniving of the Eldar race and comprised Eldar from many paths of life, and they had the same technology and understanding of the webway. Abandoned to their fate they quickly formed into rough military structures that would later be known as Kabals, each Kabal representing the survivors from a sector of crone worlds. For a short time they remained on the crone worlds, battling against daemons, and warp creatures, but quickly they began to realize the futility of their struggle as they were losing ground. They sealed many of the entrances to the webway on various Eldar home worlds and even turned some of the systems into weapons by starting a supernova in the core of the stars of a system if they became too overrun with the daemonic incursion. This only angered or perhaps aroused she who thirsts who doubled her efforts to find and consume the soul of every last Eldar that remained.

At this time the scorpion phoenix lord, Arhra, was the only craftworld Eldar to voice any concern about those left on their home worlds. He went before Asurmen himself and demanded that the Biel-Tan craftworld be sent back into the eye of terror to save those left behind. He pleaded that all the Eldar should be saved, and given another chance to return from their ways, even if only to deny she who thirsts their souls. Maugen-Ra supported him and stated that at the very least they should assist the Altansar craftworld for it was believed they would not be able to escape on their own due to being on the edge of the shockwave of the fall into the warp. With them was the venerable farseer Shasn'sara, Asurmen asked her to lay the runes and consider the matter, as asked she cast the runes before her and touching each in turn as they began to resonant as one. Shasn'saras eyes rolled back in her head and a disembodied voice came from somewhere deep within her saying simply "save us" as she clutched the rune for Altansar between her fingers, she looked at the runes that surrounded it and nodded her head slightly mumbling softly that it could still be saved. Her hands moved over one of the runes for what was now a crone world and she pressed down so hard onto the wraithbone-rune that her finger broke, her head snapped upwards and her eyes rolled forward staring at the ceiling and from her lips a barely audible whisper slipped forth "..we sealed the webway against her children...", "..our ships have stopped her from following those that have left, but at a great loss..", "..the cost is great and we have fallen back to our original core system, all that remains is lost." Shasn'sara looked down at Asurmen with a surprised look on her face like she was choking, the runes of warding that adorned her robes crumbled to ash instantly and her eyes steamed and boiled out of her skull as she screamed in a thousand different voices "THEY ARE MINE” Shasn’sara collapsed before the astonished phoenix lords and farseers present. The room was immediately sealed and Shasn’sara was taken into the webway to remain forever blind within what would become the black library. Asurmen decreed on the spot that those left behind had fallen from grace and were forever lost to she who thirsts never to be spoken of again, Maugen-Ra was given right to take a single voidship back to discover the fate of the Altansar. Those that remained on the Homeworlds were to be forgotten. Asurmen further decreed that none of those present would ever speak of what had transpired. Arhra was furious that they had been left behind and chosen to sacrifice their lives for the craftworlds to escape into the webway and real space, but stayed his tongue, for he knew Asurmen would not change his mind once it was set into motion.

As Maugen-Ra left the room Arhra snuck out, he boarded a single vampire class ship with his most loyal exarchs; they went straight into real space and flew into what is now the eye of terror. Asur-men was informed that Arhra had left the craftworld, and ordered that no one would stop him, Arhra was now dead to him and all Eldar as far as Asurmen was concerned. Biel-tan moved on through the webway....

Arhra entered the warp, immediately their ship was besieged by warp entities and the crew was under attack. They fought for nearly a day before they made it to the core Eldar system, which was only distinguishable by the distress beacon emanating through warp space, the warp had shifted the worlds and already begun corrupting them and some of the inhabitants there. Exhausted and their numbers depleted Arhra and his warriors made planetfall on the crone world that had the most eldar ships fleeing towards it. Arhra stepped foot amid utter chaos, daemons roamed the streets torturing and mutilating eldar corpses while performing unspeakable vile acts on dying, and even dead eldar. Immediately he and his warriors turned on the warp creatures, they roamed the streets looking for survivors and fighting off daemons, quickly their numbers grew as beleaguered Eldar joined Arhra. Where Arhra thought he would find disorder and exhausted eldar he found crazed embittered warriors fighting to the death, quickly he realized in desperation that the surviving Eldar had hooked up stimulant and drug systems to their bodies, one warrior told Arhra he hadn't slept or rested in over 6 days, his whole body twitching occasionally. He encountered warriors who had wired bombs to their hearts causing miniature fusion explosions to go off if they should die, sacrificing their own life as they ran at full speed self drugged nearly out of their minds into hordes of daemons to try and slow the ebb of she who thirsts onto their world.

Arhra organized the Kabals as one quickly meeting no resistance; there was no argument with his proposal which was simple. All the remaining eldar were falling back to the original eldar homeworld and sealing the webway against she who thirsts, those on planet would fall back through the last webway portal, until she who thirsts children were near it, at which point an entire kabal guarding it would remain sealing it on this end, while those inside would seal it from the inside and collapse the very webway tunnel behind them. Those in space who had yet to make planetfall would engage all warp entities and would then set a final course into where the webway portal was on planet. Kabals present had decided to cast runes to see who would stay behind, before that could happen V'rtra head of the Kabal of Eternal Pain stepped on the runes and said that his entire kabal would remain if Arhra would personally take V'rtras three remaining children, and one child from each family that had children still alive from the Kabal of Eternal Pain into the webway and guard them for as long as he lived. Arhra agreed, no one argued with the agreement.

Evacuation began immediately, It was as if she who thirsts knew what was happening and within an hour legions of daemons poured forth from space around the eldar homeworld, the ships still in space battled fiercely but the daemons ignored them, barely a scratch in their number was made as they poured onto the worlds surface scouring it in an orgy of murder and destruction. Eldar ships like beams of light crashed from the skies into the daemon legions, erupting their fusion cores as they impacted the planets surface into explosions of incandescent blue light to slow the flow of she who thirsts towards the evacuation webway portal, it was wreathed in a circle of blue fire that scoured the very ground of everything around the webway, thousands of daemons died instantly along with those eldar on the periphery of the webway evacuation. V'rtra ordered the webway sealed, his warriors imploded the wraithbone structure that once lead to a thousand places in the webway and made up the heart of the Eldar webway in real space. Arhra looked back from inside the webway itself as the tunnel closed, it is said among the dark eldar that was the last time he shed any tears.

The suicide ships bought literally 12 minutes for V'rtra and the remaining ten thousand eldar that had sealed the webway. It is said that V'rtra remains alive chained to the very spot he defended the eternal prisoner of Slaanesh, and no torture or suffering is unknown to him, Slaanesh denying him oblivion for her denial of all those who escaped her birth.

Arhra and the remaining dark eldar traveled deep into the webway...

Millennia passed and during the early times Arhra and the Kabals were united, forming a pact to survive. They began construction of Commorragh, a great city that could house the billions who escaped. It was designed deep within a forgotten part of the webway, vast in scope and larger than many planets combined. Its design is convoluted and twisted spires designed in such a way to section parts of the city off from each other like a maze, each area would be watched over by a single Kabal, if she who thirsts ever breached the webway and the city needed to be defended it was designed in such a way that access from any part of the city to the next was difficult and could easily be sealed and defended against a large number of foes. This had the effect of in a way isolating the Kabals from each other within the city of Commorragh.

Arhra took the children of V'rtra and the Kabal of Eternal Pain, under his tutelage and watch they were taught the only skill he knew. Warfare. Arhra and the exarchs that had made the departure from Biel-tan and survived trained these eldar who would be the first of the incubi with the exarchs becoming their incubi masters. They formed the incubi cult, a sect separate from the rest of the Kabals that watched over the entirety of the dark eldar and protected the kabal leaders as personal bodyguards.

In time the citizens of Commorragh began to age and eventually die, this is when they discovered to their horror that even though they had sacrificed their homeworlds and lives to escape the fate they had created that in death their souls were forever hunted and devoured into oblivion to fuel she who thirsts, and her thirst was great. The Kabal leaders, along with Arhra left Commorragh and the webway itself to a forgotten location outside of the webway where they could divine the fate of their brethren and see how they had coped. The few farseers that remained were present. What happened next was agreed to never be told outside of the walls of the chamber on that forgotten world, and only three members of the Eldar race are left alive who know of what happened. Those three are Arhra himself, Asdrubel Vect, and Shasn'sara the eyeless farseer. The assembled farseers under command of the Kabal lords and the watchful eyes of Arhra cast their runes to determine what had happened to the remaining eldar, they learned for the survival of the Exodites, and the craftworld Eldar. Their initial curiosity was stamped out and quickly turned to bitterness when all the seers divined that their craftworld and exodite brethren had declared the remaining eldar the fallen and that they were forever cursed and damned and never to reenter eldar society.

It was said that the fallen farseers divinations resonated through real space and warp space alerting she who thirsts, as well as farseers from the Exodites and craftworld Eldar. The greatest of farseers minds and spirits stretched out across time and space to meet for the first time. The craftworld eldar seers could see the hatred and corruption that still was within the hearts of the fallen, and told them there would be no return for them. The Exodites watched from a distance and broke connection at this point agreeing to never speak of it. The eldar of Commorragh were decreed the fallen children of she who thirsts forever locked in a cycle of damnation they could not escape by the craftworld farseers. The brief psychic meeting immediately erupted into mental battles between the psykers when en mass the farseers from Commorragh tried to reach through time and the warp and psychically attack the farseers of the collected craftworlds who had answered them. In real time the entire exchange happened in moments even though it seemed to last for days to the farseers involved. The craftworld eldar broke the connection after defending themselves from the psychic onslaught from their kin, runes of warding blazing intensely with activity around them in the chambers they had been in as they came back to reality within their craftworlds.

The kabal leaders still as passionate and full of rage as ever, when told what had transpired by the Commorragh seers erupted into immediate anger and arguments and plots of revenge against their Eldar brethren that had left them behind, deep down they knew they were considered criminals and outsiders before the fall but they had sacrificed their families lives, their homeworlds, limbs, and even in some cases sanity to stay the reach of she who thirsts. Quickly the arguments grew heated with shouts of curses and yells of who would torture and rip out whose heart and feed it to their children. Amid the arguments Asdrubel Vect turned and noticed a figure approaching, with the outline of an ancient woman crippled, she never looked up from the ground as she silently shuffled across the floor towards those present, her robes dragging along the floor like spider web tendrils.

The kabal leaders save Asdrubel present drew weapons and prepared to attack the figure, Arhra was the one who stayed their hands. Arhra nodded and greeted Shasn'sara barely being able to recognize her from before. It seemed as if she had been aged, and her form twisted, runes were etched into her flesh that could be seen exposed from her robes, and where her eyes had once been now were wraithbone plates with runes of warding blazing like green witches fire.

The black library has no record of Shasn'sara ever leaving.

Shasn'sara stood before the gathered kabal, none knew her reasoning but she explained that she who thirsts consumed the souls of the fallen eldar because only when their race was devoured into oblivion would she who thirsts power be complete. She further went on to tell of how the other eldar, the Exodites and the craftworld eldar, had devised a means to escape this fate through the use of spirit stones and the construction of the structures that would house their spirits. The thought of this appalled most of the Kabal leaders, being trapped forever in a wraithstone was akin to a hell compared to how they had viewed the afterlife prior to the fall. What Shasn'sara spoke of next was the last thing she said before she departed. She spoke of another way, how she who thirsts was born from the decadent eldar souls, and there was no escape from her grasp in death now no matter how one should choose to behave and live their life. She imparted onto all of those present the forbidden knowledge of how their souls were tied to she who thirsts and just as the great enemy was able to consume souls, they too could. She informed them that through this, they could live forever and escape death, and even to an extent appease she who thirsts with the torture of their victims before their souls were consumed. Silence washed over the kabal leaders, although they had committed acts of great depravity and seen things both horrible and to them beautiful beyond compare, they view such as art and culture. Needing it to survive was a different matter entirely. With some reluctance, yet unanimously they accepted this. Arhra refrained from voicing a vote on the matter, yet asked them to prey upon the souls of the lesser races.

The sheer scale of what they would have to become they didn't fully realize at first. The first raiding parties were setup taking warriors chosen from each kabal by their kabal leader. They would travel the webway to a Mon-keigh planet and capture their first slaves. The majority of the eldar of Commorragh had spent most of their time up until then building their city and culture, there was some conflict and murder but the scale of violence was lessened compared to that of before the fall. This was not the case of the first slave raid, calmness broke down into anarchy and wanton slaughter, the first raiding party upon the chance to enact violence upon a group of people without needing something else to do lept upon their slaves with such torturous depraved frenzy that no slaves were left alive to return to Commorragh. They had to actually travel to another system and capture new slaves.

As time progressed kabal leaders died save Vect and Arhra, taking the secret Shasn'sara told them to their grave, only letting the dark eldar population know that they needed souls to live forever and escape the wrath of she who thirsts, they would never know that they had fallen to chaos their torturous sacrificial offerings meant to also appease the wrath of she who thirsts to turn upon them of all the eldar last. Kabals began making "bids" to slave raid, claiming who would take the most slaves and use the fewest warriors. Failure meant you lost the option to bid for the next raid. The wych cults were born from the ideals of the kabal leaders to have an outlet for the population so as to reduce citizen on citizen crime within Commorragh; beautiful women were selected and trained to use an array of torture implements turned into weapons on slaves. The dark eldar developed technology based on pain, suffering, and incapacitation to further torture and capture slaves.

The eldar of Commorragh were not a stagnant race, they still continued to experiment and advance their technology. Living in the webway their technology began to take a turn towards traveling the webway and interacting with it. They kept many parts of the webway in repair and even in some places expanded it, they experimented with the nature of the webway itself and discovered dark energy and dark matter which they incorporated into their technology. This gave birth to the dark energy weapons seen on the battlefield today and more exotic technology that allowed the dark eldar to genetically engineer their race and allow it to interact with web space and real space at will, these individuals would break from the kabals become the first of the mandrake sects, able to shift in and out of real space and the webway.

The most depraved of the dark eldar obsessed with torture and mutilation were given slaves to experiment and work on by the early kabal leaders. These depraved eldar would even experiment on their own bodies to an extent, becoming the first of the Haemonculi cult. Originally their goal was to find new ways to extend tortures and new forms of torture to appease she who thirsts with a never ending supply of hellish pleasure. The Haemonculi never knew the reason of their position, only that they were allowed to be as they were was enough reward for them.







Revised weapons and equipment:

Splinter Rifle- 18" S=3 AP= 5 Assault 2
all splinter weapons fire rounds that carry a dose of neurological toxin capable of incapacitating the mightiest of creatures. Rolls of 6 to wound with splinter weapons will always cause a wound; save may be taken as per the weapon firing.

Splinter Pistol
- 12" S= 3 AP=5 Pistol
all splinter weapons fire rounds that carry a dose of neurological toxin capable of incapacitating the mightiest of creatures. Rolls of 6 to wound with splinter weapons will always cause a wound; save may be taken as per the weapon firing.

Splinter Cannon- 24" S=4 AP=4 Assault 4
all splinter weapons fire rounds that carry a dose of neurological toxin capable of incapacitating the mightiest of creatures. Rolls of 6 to wound with splinter weapons will always cause a wound; save may be taken as per the weapon firing.

Destructor- Template. Wounds any model touched by the template on a 4+, no armor or cover saves allowed.

Scissorhand
- These long vicious claws contain nano injectors that inject anything so much as grazed by them with naxious poisons and neurotoxins that cause debilitating pain as well as massive corrosive damage. Counts as a pair of close combat weapons, may not be combined with any other weapons while in assault. Wounds any model on a 2+. Models wounded by a Models may not use Feel no Pain USR against wounds caused by a scissorhand. Against vehicles use the models strength with no additional bonuses to resolve effect if used as a weapon.

Stinger- Fires syringe rounds filled with noxious and highly reactive toxins. Range 18" Wounds any model hit on a 4+ AP-. Models that fail their armor save from a stinger hit are subject to Instant Death unless they have a special rule that prevents it. Models killed by a stinger round explode immediately. Place the small blast marker centered over the model that dies, any model touched by the template is hit by a strength = toughness of the model exploding and AP= armor save of the the model exploding. For example a space marine with Toughness = 4 and Armor save = 3+ explodes, models touched by the template are hit by a str 4 AP = 3 blast.


New Wargear:



Shadow Gate
+30pts

A shadowgate is a small wrist mounted, or sometimes chest mounted, device which opens a bridge between the webway and realspace for a brief moment of time. a Model equipped with a shadowgate and any unit it is with may be held in reserve even if the rules do not allow it and deploy by deepstrike. The model with the shadowgate and its unit may choose to leave a battle at the start of the controlling players movement phase, even if in hand to hand combat but not if falling back. The unit is removed from play and may not return to take part in the battle, however they do not count as destroyed for any purposes. If the unit is under half strength it rewards points to the enemy at the end of the game if any such award is possible.

Snare Lash +5 pts

A snare lash is hand held rod that ends in a long whip, usually barbed, with possibly one or many heads. At the tip of each barb is a monofilament core with many small needle like protrusions which inject a very mild muscle-relaxer, the effect of being hit with a snare lash is a slight reduction in strength and lethargy. A snare lash counts as a single handed close combat weapon, it may be combined with any other single handed close combat weapon special or otherwise; to grant +1 attack in addition to the effect the other weapon would have. Units in combat with a model that has a snare lash treat their unmodified initiative at -1 for the purpose of sweeping advances only. Models on bikes which may normally only use one weapon to attack with will not gain the bonus attack for having a snare lash, however the -1 initiative will still take effect as the snare lash will be affixed to the bike itself as short chains that end in barbed hooks, often used by elite reaver riders as they ride through enemy units.

Razor Lasher

The Razor lash fires out a large stream of monofilament threads with razor sharp hooks at the ends over a area at short range that latch onto targets and pull themselves together effectively shredding through flesh and light armor and tangling enemy units to the ground. Template, ignores cover. S= 4 AP =5. Enemy units hit by a razor lash must make an initiative test. They must roll a d6 and if they fail to roll less than or equal to their initiative they count all their movement as if in difficult terrain until the end of their next turn. If a unit contains more than one initiative value in it use the lowest initiative within the unit. They do not actually gain any other benefit or penalty from being in difficult terrain. A roll of 6 will always fail.











HQ A dark eldar war force may only contain 1 archon, or 1 wych lord

0-1 Archon

Stats- same

No retinue

-allows 0-1 incubi squad to be taken
-Allows Harbingers to be taken as troops


Dracon

Stats- same

No retinue

-allows 1 squad of harbingers to be taken as troops

Wych Lord

stats-same
Frenzy- gain 1 frenzy for every hand to hand attack that causes an unsaved wound.
1 frenzy may be used to gain +1 attack anytime the model would normally be allowed to attack.
1 frenzy may be used to gain 1" of movement anytime the model would be allowed to move. If used on a consolidating move may not be used to engage a new unit or move within 1" of enemy models.
You can use frenzy in anyway you see fit, if you have 5 frenzy you may grant yourself +3 attacks and +2" of movement.
You may not use frenzy multiple times in one instance, for example if you had 5 frenzy you could not use 4 to gain 4" of assault move and then use another 1 to gain another 1" of movement if your not close enough to
assault. Likewise if you had 5 frenzy you may not use 4 to attack and then use another 1 to attack in the same instance of hand to hand.
You may not use frenzy in the same phase that you earn it.
Frenzied models lose all frenzy if not in combat at the end of the controlling players turn.

-Allows wyches to be taken as troops
-Grants access to warp beasts (0-1 warp beasts may be taken per wych squad, warp beasts do not take up a FOC)
-no retinue

Wych Archite
Stats-same

Frenzy- gain 1 frenzy for every hand to hand attack that causes an unsaved wound.
1 frenzy may be used to gain +1 attack anytime the model would normally be allowed to attack.
1 frenzy may be used to gain 1" of movement anytime the model would be allowed to move. If used on a consolidating move may not be used to engage a new unit or move within 1" of enemy models.
You can use frenzy in anyway you see fit, if you have 5 frenzy you may grant yourself +3 attacks and +2" of movement.
You may not use frenzy multiple times in one instance, for example if you had 5 frenzy you could not use 4 to gain 4" of assault move and then use another 1 to gain another 1" of movement if your not close enough to
assault. Likewise if you had 5 frenzy you may not use 4 to attack and then use another 1 to attack in the same instance of hand to hand.
You may not use frenzy in the same phase that you earn it.
Frenzied models lose all frenzy if not in combat at the end of the controlling players turn.

-Allows 1 unit of wyches to be taken as troops
-Grants access to warp beasts (0-1 warp beasts may be taken per wych squad, warp beasts do not take up a FOC)
-no retinue

Homunculus
1-3 per FOC slot
-Same Stats

-Each can be given an upgrade as follows:
Masochistic +15pts Homunculus and any grotesques they join gain the feel no pain USR.
Sadistic +10pts Homunculus and any grotesques they join gain the Furious Charge USR.
Crazed +5 pts Homunculus and any grotesques they join gain the fearless USR.

-For each Homunculus HQ selection in a force you have the option to take Talos as an Elite selection. You may still take Talos as a heavy support slot normally as well.
-For each Homunculus HQ selection in a force you have the option to take a grotesque unit as a Troops selection. You may still take grotesques as an elite unit as well.

Troops

Raider Squad

Consists of 5-10 dark eldar warriors

Each warriors costs 8 points
One model may be upgraded to a sybarite for +10 points

The entire unite as well as its raider transport may use the Outflank USR. IF the unit opts to do this it must arrive from outflank embarked on the Raider.

must include a raider transport

all models come armed with splinter rifles

one model may replace their splinter rifle with one of the following:

Blaster: +10 points
Shredder: +5 points
Razor Lash: +10 points


If the unit has 10 models one model may replace their splinter rifle with one of the following:

Darklance: +10 points
Splinter Cannon: +5 points
Disintegrator: +15 points


Heavy Support

Scourges
cost =25 pts per model

Options: one model may be upgraded to a sybarite for +10 pts Sybarite may take additional items from the armoury.

Equipment: All scourges come with splinter rifle and gargoyle armor.

Deepstrike: May always enter the game by deepstrike, even if the rules do not allow for units to do so.

New special rule- Overburn: Scourges may choose to double their jetpack movement but forgo their shooting and assault phase on a turn that they do so. On any turn that they do this they gain a 4+ cover save or +2 to their cover save if in cover. The sheer speed and danger involved in increasing their speed can make it difficult to control their movement when in dense terrain. During the movement phase when using overburn models moving through difficult terrain counts it as dangerous terrain.

New wargear- Gargoyle armor: This grotesque looking suit of wraithbone armor protects the scourges and houses their jetpacks. The armor was named due to the tendency to scourges that guard commorragh to perch high up on the spires and among the spikes and sit still and motionless looking like gargoyle statues. Even though the dark eldar still retain the knowledge of wraithbone technology often times suits of gargoyle armor are made from the remnants of wraithlords and wraithguard captured by the dark eldar to mock their kin. The armor provides a 4+ armor save. Any unit firing at models in gargoyle armor must subtratct 6" from their weapons range. Models wearing gargoyle armor lose fleet of foot USR but gain the Overburn USR. Models in gargoyle armor count as jump pack infantry.


Up to 4 non sybarite models may replace their splinter rifle with the following:
-Shredder +5 points per model
-Blaster +5 points per model
-Splinter Cannon +10pts per model
-Dark Lance +15points per Model
-Disintegrator +20 points per Model

The sybarite may select additional items from the Dark eldar Armoury


Talos
100 pts each
May be purchased in squadron of 1-3

Same Stats
Moves 6” Assaults 6” fleet
Counts as a monstrous creature
Moves as infantry

Talos Sting- 24” range Str-4 Ap-5 Assault-8

Against vehicles in assault: only causes 1 hit in hand to hand combat, each hit scored past the first adds +1 to the strength value of the Talos.

Upgrades: may select up to one from the following:
Unrelenting: +1 toughness, gains Feel No Pain USR. +30 pts
Sadistic: +1 to strength, +1 to number of attacks. +20 pts
Masochistic: For each wound scored against the Talos in Hand to Hand combat (unsaved) put a token next to the Talos. At the end of the Hand to hand, before combat resolution the Talos may make one further attack for each token.
Up to a maximum of 3 attacks. The Talos may make these attacks in its death frenzy even if it was reduced to 0 wounds. +10 pts.

if purchased as a squad then all talos in the squad must select the same upgrade.

Transport

Raider

Cost= 30pts

Stats=same
options=same
Weapons= No weapon as standard. May pick one of the following: Splinter cannon: +5pt Dark lance +10 pts, disintegrator +10points.



New Units

Harbingers - The chosen slave raiders of each Kabal. They represent elite dark eldar warriors whos focus within society is solely to collect slaves. They often carry advanced versions of splinter weapons to better hunt their prey.

Elites 0-3

stats- Harbinger- WS-4 BS-4 S-3 T-3 W-1 I-5 A-1 Ld-8 SV-5+/6++ 10pts per model
Slavelord- WS-4 BS-4 S-3 T-3 W-1 I-6 A-2 Ld-9 SV-5+/6++ +10pts

Unit size 5-16 Equipment (Harbingers): Splinter rifle, Splinter pistol, close combat weapon
(Slavelord): Splinter rifle, Splinter Pistol, close combat weapon

Special Rules:
All Harbingers and Slavelords may add 1 to the number of shots their splinter weaponry fires.
All Harbingers and Slavelords come equipped with cloaks made from warp beasts which are capable of shifting space around them slightly distorting their presence. They gain a 6+ Cover save in the open or +1 to cover saves for any saves granted from cover.

Options: One harbinger may be upgraded to a slavelord for +10pts, slavelords my select equipment from the dark eldar armoury.
for every 4 models in the unit one harbinger may replace their splinter rifle with a Splinter cannon
Plasma grenades +1pts per model
Haywire grenades +2 pts per model
Soulseeker ammunition +2 pts per model

Slavelords may replace their splinter pistol or close combat weapon with the following:
-Poisoned weapon +2 points
-Power weapon +10 points
-Agonizer +15pts

Transport: May take a raider if it has 12 models or less for +30pts
If the unit includes a slavelord, the slavelord may purchase a shadow gate for +30pts.












This message was edited 27 times. Last update was at 2010/01/14 18:29:52


 
   
Made in us
Regular Dakkanaut




I really like these rules so far. The splinter weapon special ability is similar to gauss weapon special ability. It would be fun to use against high toughness targets like nids or wrathlords (fitting, I guess ). Liked the backstory, gives DE a lot more flavor and uniqueness.

Some FoC suggestions I have for you to add to make Dark Eldar scale up better:

Talos and Ravagers can be taken in squadrons of 3 per Hvy support choice.

More vehicles ideas (cmon, 2 vehicles for the whole race is weaksauce)

Slavecannon- AV11/11/10
Skimmer, Fast, Psyker (vehicle counts as a psyker in regards to special rules)
Weapon- Enslaved Psyker

The Slavecannon is a modified raider that contains a tortured psyker on board. Haemonculi orderlies prod the poor psyker and inject them with experimental neuro-stimm drugs, until the poor creature unleashes an unstable blast of psychic energy. Because of the circumstances, the blast is extremely unpredictable but equally destructive.

The Slavecannon has a range of 36". You must take a Perils of the Warp test when firing the Slavecannon. If you fail the test, the Slavecannon takes a Penetrating hit. When you fire the Slavecannon, designate a target and roll a D6.
1-2: Str 6 AP3 template (small end of the template must be closer than the big end)
3-4: Str 8 AP2 Large Blast, counts as Ordinance (pins, roll 2 dice for crits and pick the highest vs vehicles)
5-6: Str 10 AP1 Blast, 2D6 armor pen.

Shadowprism

AV11/11/10
Skimmer, Fast

Shadowprisms are twisted versions of Fire Prisms, using similar technologies to harness Dark Matter to envelop their targets into shadow.

Shadowprism Beam: Str 8 AP2 Blast
If the shadoprism beam causes any casualties to a squad, they must take a Ld test (even if they are fearless). If they fail, they count as having BS and WS 0 until the beginning of the DE player's next turn. Against vehicles, if you deliver a glancing or penetrating hit the vehicle counts as having BS and WS 0 (if applicable) until the beginning of the DE player's next turn.
   
Made in ca
Veteran Wolf Guard Squad Leader





In the chaotic wastes also known as Canada

Great background, although i don't like the idea of if you have an Archon it unlocks humuncules (bad spelling) it seems to Dawn of War to me.

DOOMFART's Drunken Rugby Player FOR DOOMFART! FOR GES! FOR DAKKA!!!!
Kanluwen wrote:Cadian Blood and Soul Hunter?
They're like kidnapping someone, and forcefeeding them heroin until they're hooked.
 
   
Made in us
Longtime Dakkanaut





Jerjare: I agree with the lack of vehicles. I like your ideas and may modify them and use them if you don't mind. I also considered just adding the forgeworld raven as a heavy support option. It would of course be just a skimmer instead of a flyer.

Lord of Battles: After you said that I whole heartedly agree and later tonight when I go in to edit the document I will amend that, there still needs to be an expensive HQ option for small points games (500pts) and having to take a dracon or wych archite would be over 10% of your points before wargear for such games. I kinda got stuck with a kunundrum here.

I want players to be able to take a an archon/dracon or archon/wych archite, or wych lord/wych archite or whych lord/dracon and be able to create a different foc arrangement with each one by picking up the ability to take certains things as troops and access to others. However I wanted to try and stick with the "wych armies cannot default get haemonoculi/talos" from the original 2e/3e wych cult rules.

That was my original thinking. I do 100% agree with you on not needing to take an archon/dracon to get access to haemonoculi. I will brainstorm for my edit tonight.
   
Made in gb
Mutilatin' Mad Dok






Cherry Hill, NJ

Your profiles lack an attack value. I feel like the harbinger is overpriced, and your raider is underpriced- I feel like 8-9 ought to cover the harbinger, and standard transports run 35.



 
   
Made in us
Longtime Dakkanaut





Updated Original Post.

Spelling grammar fixed in some places, cleaned up redundancy in background story.

New units added to HQ and Heavy Support.

Attack values for harbingers added.

Haemonoculi(sp) restriction to Archon and Drachon removed now giving people the ability to play Haemonoculi sect armies.

----------------------------------------------------------

Elnicko5- Thanks for the heads up on the attack value. After playtesting with space marines and orks harbingers adjusted to 9 points base. The raider is only 30 pts right now and my fault for doing so but I havent listed the new raider profile. Basically I make any weapon mounted on it optional so the base cost is 30 and raider with darklance is 35pts, next update will put that in.

This message was edited 1 time. Last update was at 2009/07/15 21:05:54


 
   
Made in us
Longtime Dakkanaut





minor updates to scourges, talos, and some HQ, and raider profile added to roster.

This message was edited 1 time. Last update was at 2009/12/16 19:01:07


 
   
Made in us
Regular Dakkanaut





Thanks for the thread necro, I didn't even know this existed

This is awesome!

Really good fluff, awesome units.

Doesn't seem overpowered at all (I may be biased though).

DT:80S++G++M--B--I--Pw40k99#+D++A+++/mWD-R+++T(T)DM++

Archonate wrote:Do they [Space Marines] ruin the game? Nah. If you don't like em, don't play them. If you wanna play em, go ahead. But don't get all bent out of shape if your opponent looks disdainfully upon your lack of originality while tabling you in 4 turns because he's got beating SMs down to an exact science after fighting them for hundreds of consecutive games.
 
   
Made in gb
Twisted Trueborn with Blaster




Webway

0-1 incubi

Meh,i hope whenever the new dex comes out Ahra gets released and Incubi become troops choice


 
   
Made in au
Sinewy Scourge






Western Australia

The rules, some are interesting. The fluff? You do realise that what you've written contradicts the current DE codex, the present and past eldar codexes, the present and past chaos demon codexes, the Torture's Tale, and a good chunk of the material in the Black Library that makes more than a one line reference to eldar of any description and definitely to anything mentioning dark eldar?

I'm sorry, but it is hard to look past that to the actual stats.

Kabal of Venomed Dreams
Mourning Angel
UsdiThunder wrote:This is why I am a devout Xenos Scum. We at least do not worship Toasters.

 
   
Made in us
Regular Dakkanaut





What's off about it? I read the Torture's Tale and a lot of fluff (what little there is) on DE. Though I haven't committed any to memory.

DT:80S++G++M--B--I--Pw40k99#+D++A+++/mWD-R+++T(T)DM++

Archonate wrote:Do they [Space Marines] ruin the game? Nah. If you don't like em, don't play them. If you wanna play em, go ahead. But don't get all bent out of shape if your opponent looks disdainfully upon your lack of originality while tabling you in 4 turns because he's got beating SMs down to an exact science after fighting them for hundreds of consecutive games.
 
   
Made in us
Regular Dakkanaut





Come on Morgrim...

DT:80S++G++M--B--I--Pw40k99#+D++A+++/mWD-R+++T(T)DM++

Archonate wrote:Do they [Space Marines] ruin the game? Nah. If you don't like em, don't play them. If you wanna play em, go ahead. But don't get all bent out of shape if your opponent looks disdainfully upon your lack of originality while tabling you in 4 turns because he's got beating SMs down to an exact science after fighting them for hundreds of consecutive games.
 
   
Made in us
Sword-Bearing Inquisitorial Crusader




Northern Virginia

Okay so I have a bunch of c&c I hope you find some of it helpful.

General guidelines

1) The 0-1 thing is gone in 5th ed. Every singe entry in every new codex has had this changed we should be no different. The same goes for all 0-1 in your list. 0-1 is now intended for special characters only.

2) Also what are all this units that allow you to take other units? Its confusing when new books tend to be more streamlined. You can either take something or you can't. The only exception i can think of is honorguard/command squad which are leader specific units.

3) Give unit costs and don't give costs for a vet sarge equivilent. Its confusing the cost for it should be built into the unit's.

Specifics:

Haemoculus and grotesques:
I really like the conception of crazed maschochist and sadoistic. Very good and fluffy. That being said I wouldn't be surprized if grotesques kept their current version of FNP I.E you need to instant death them via shooting.and keep fearless or get it if they don't have it now I don't have my book on me.

I'd run something like Roll a D3 at start of game to see what they are. Every batch is different!
masochistic: +1 T but gains slow and purposeful (they love pain)
sadistic: furious charge but cannot make sweeping advance (they gourge themslves on the dead)
crazed: +1 attack, unstoppable advance (whenever they would normally make a leadership test due to wounds they instead move D6 inchs close to the enemy)

Scourges: The one thing that always bothered my about scourges is that they are mobile heavy weapon platforms that can't utilze their movement. Therfore instead of the armor increase and turboost I say give them relentless. This allows them to be used in the roll the were orginally intended to be

New wargear: like it very supportive. especially splinter weapons

Talos: Realyl like the upgrades sound good. Although I bet it will have FNP always when it does come out.

slavelords: needs work, not really sure what roll they are fulfilling

New stuff ideas: I'll edit it fully later when I have more time.

Troops

Wychs (yes wychs should be troops)
similar rules but probably give them an extra A or something and rework combat drugs

Elites

Gladitorial champions
basically better wychs

Mandrakes
need sarge to give upgraded weaponry to
all mandrakes have posioned weapons

Incubi
Increase attack to 2 and have significantly lower cost and some options

harlequins (in the fluff it clearly says they go to commorgorah so amkes sense that they should be here too!)

Fast attack

DE jetbikes get additional CCW and 3+ save along with new turboboost rules

Warp beasts
can take pack up to 20

gargoyles
based on a modified scourge jumpack these troopers eschrew heavy ordinance and firepower for speed and lethality
(give them your gargoyle armor and 4+ save)
They are armed with blasters/shredders plasma and haywire grenades (haywire grenades now are glance 2- 4 pen 5 - 6)

wargear updates:
Shredder: STR 6 AP - ignore cover. Its an explosion of monofiliment where it should ignore cover. okay thats all for now hope you find some of these ideas helpful or at least worth pondering

"Paranoia is a very reassuring state of mind. If you think they are after you, you think you matter" 
   
Made in us
Longtime Dakkanaut





Morgrim wrote:The rules, some are interesting. The fluff? You do realise that what you've written contradicts the current DE codex, the present and past eldar codexes, the present and past chaos demon codexes, the Torture's Tale, and a good chunk of the material in the Black Library that makes more than a one line reference to eldar of any description and definitely to anything mentioning dark eldar?

I'm sorry, but it is hard to look past that to the actual stats.


I am sorry you dislike the fluff I wrote.

"Much of it you will not understand, some of it you may not believe. Your species knows little of us, of the Eldar kindreds. That is good, for knowledge is power and we do not wish you to know too much."

http://quizilla.teennick.com/stories/7951730/a-torturers-tale the story incase anyone cares to read it

My stance on fluff [some may not agree]

1.) The eldar codex will not state truthfully what happened to the dark eldar or the fall, since they don't want people to know including themselves [much of the knowledge is hidden in the black library]

2.) Most of the dark eldar have no idea why they are what they are. They forgot why they are the way they are, look at urien rakarths backstory, he can no longer remember the purpose of his torture, but he *knows* there is a purpose. The general dark eldar warrior / population was not around at the time of the fall, only vect and a few others. The vast majority generation is removed from first hand knowledge of what happened. Considering that life in the webway as well as consuming essence keeps the average dark eldar alive longer than another eldar chances are that even few eldar have first hand knowledge of what happened.

3.) Honestly the torturers tale doesn't contradict what I have written in fluff and many times it makes side mentions that perhaps it is not all true and that vect is holding information back and just giving enough to torment the person mentally before he extracts their essence/ soul what have you.

4.) The dark eldar codex has fluff but it is incoherent, makes often mentions that what happened isn't known, and is left largely "open"

5.) I view codex fluff as a general history text of what has happened and not actually factual, given the nature of secrecy and disinformation in most of 40k society its more than likely each race has secrets that they lie about, even to themselves in their history, or things that are forgotten and pieced together.

6.) GW has changed their fluff -drastically- before


I wanted to make a more cohesive fluff that leaves somethings open, introduces characters involved on both sides of the fall, explains some what happened from the dark eldar perspective after the craftworlds had fled [they constructed the craftworlds and left before the fall], and talked about the origins of some the more notable sects within dark eldar society.

I wanted to talk about the purpose of the wyche cult, Haemonculi, why incubi watch over all the kabals and are well regarded among all and the reasoning behind their different armor.

40k is rife with larger than life characters in story, great heroics, and people in eternal suffering and imprisonement. Honestly the dark eldar fluff had the makings of having all of that but GW never took it anywhere. People know vect is feared and the most powerful, but why? Why are the incubi there? What is the purpose of Arhra, do the dark eldar advance their technology since the fall or is it stagnant? Why has slaanesh never found a way into commorragh?

I realize some may disagree but I like the fluff I have written and I -do- believe it fits into the fluff GW has so far.

I will reply to comments on units and what not later, I agree with changing the 0-1 restrictions on things and will most likely make adjustments that just allow things to be taken as a slot other than their normal one [ like troops as well as heavy if x is taken] which is similiar to current codexes.

The harbingers purpose isnt MEQ killing, they are supposed to be the elite slave takers of a kabal, as such they are equipped as GEQ [guard or guardian ] which is what the standard issue weapon for capturing civilians and lightly armored military personnel which make up the mainstay of the universes armies would be. I realize in tourney play often people tak MEQ armies and perhaps a unit that can move and fire many non ap3 or better shots isnt appealing to people, but considering the nature of cover saves and that the unit can ignore them maybe people will see merit in the unit.

I like the comments about grotesques and Haemonculi, I will play test it over the next 2 weeks with some friends and see what comes up.

I agree scourges need some more work, the 3+ armor save has proven to be too good and the heavy weapons on a "mobile" squad means that usually the squad doesnt get to use its mobility, although in a few games the ability to have a sniper position and use overburn to move out of it quick if outflankers showed up but didnt reach combat was nice, as was the ability to use overburn to get to a sniper spot and sit there turn 2 on, so I might keep them as non relentless. Will play it both ways for a while and see how it goes.

I agree with overall streamlining, and your points on removing "need x unit to buy y unit"
As a side note for stream lining I am looking at removing random tables from wyches and making drugs just flat upgrades, or maybe making 2 categories 1 for [speed]mobility and 1 for ferocity, and each has 3 options and you roll on a random table for one or the other at the start of the game.

This message was edited 2 times. Last update was at 2010/01/04 21:28:55


 
   
Made in us
Longtime Dakkanaut





updated original post.

Notes:

Changed scourges gargoyle armor rules and increased point cost.

Changed point cost of weapons for raider.

Added new items to Wargear and equipment sections [both revised wargear and new wargear]

Changed wargear item : snare lash

Added entry for raider squad.

This message was edited 1 time. Last update was at 2010/01/14 18:20:19


 
   
 
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