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Made in gb
Freaky Flayed One




Northern Hemisphere

Iranna wrote:Ooooooooh. Intriguing. I'm in....

How about the: "Stinging Wasps[or another insect which stings]"

Could be hit & run CC specialists with poisoned (4+/3+) weapons?

And could represent Khaine's aspect of swift and decisive strikes?

Iranna.


Like the idea; if you were looking for a different name for a stinging insect I would go for hornet, much more eldary

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Bonkers Buggy Driver with Rockets





cyberscape7 wrote:
Iranna wrote:Ooooooooh. Intriguing. I'm in....

How about the: "Stinging Wasps[or another insect which stings]"

Could be hit & run CC specialists with poisoned (4+/3+) weapons?

And could represent Khaine's aspect of swift and decisive strikes?

Iranna.


Like the idea; if you were looking for a different name for a stinging insect I would go for hornet, much more eldary


Kinda done, though? http://www.forgeworld.co.uk/Warhammer-40000/Eldar/ELDAR-WASP-ASSAULT-WALKER.html


Codex: Grey Knights touched me in the bad place... 
   
Made in us
Longtime Dakkanaut






Scyzantine Empire

And also the name of one of the latest Forgeworld goody for our pointy-eared armies... (ninja'd!)

I've heard of jaguar warriors and bull-personifications - the spinning orbs have gotten mention in two codexes now, with no further development. Of course, they are indicated to be one of the most rare aspects. Aspects based on specific weapons, like Shining Spears, would be cool.

Who says an aspect path has to be based on an aspect of Khaine? Warp Spiders are based around the crystal spiders that protect the infinity circuit... I like to think of aspects as martial arts schools or styles of kung fu. Sure, there's the animal styles, but you've also got eight immortals, drunken, and the various "family" styles.

How about the "Hammers of Vaul", "Isha's Handmaidens", "Torments of Sorrow", or the graviton gun-weilding "Harsh Mistresses of Gravity"?

This message was edited 1 time. Last update was at 2011/07/06 12:43:47


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Annoyed Blood Angel Devastator






london, england

Well i was hoping on wolf'like tendencies for these ones, hunting in packs ect, howl emmitters for disorientating enemies.

"By his Blood I am made.
By his Blood I am armored.
By his Blood shall I triumph."
- Catechism of Blood

"From the void we come -
darkness there, and nothing more"
- Carcharadons Astra 
   
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Agile Revenant Titan





Scotland

dakkawolf wrote:Well i was hoping on wolf'like tendencies for these ones, hunting in packs ect, howl emmitters for disorientating enemies.


They've got Howling Banshees


Iranna.

 
   
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Bonkers Buggy Driver with Rockets





Hmm that's a bit Howling Banshee like. They use sonic and psyonic amplifiers to disorientate their enemies when they charge.

But I could see the appeal in, say, stealthy pack hunters who ghost from the shadows and take down stragglers.

Here's my take on your theme: Shadestalkers.

Shadestalkers, the silent claws, the shadow-that-hunts. Shadestalkers, one of the rarest Aspect Shrines, are pack hunters clad in psychoplastic plate suits of pure black upon which no light can cast a reflection.

Equipped with a set of retractable wraithbone talons atuned to the wearer’s powerful, primal hunting instincts on each hand, they lope from shadow to shadow, seeking, tracking and, inevitably, bringing down their prey in silence. When the Shadestalkers heed the Craftworld's call, no enemy of the Eldar walks, only silence is left behind.

There are rumours, swapped over campfires huddled around by the crude Mon-Keigh, tales of the black-clad Eldar hunters. Not the Dark, twisted kin but those who sail the stars upon the great world ships, who slide from the shadows to murder the enemies of the Children of Asuryan, silent and deadly until their prey has fallen. Only then will they make a noise, a blood-chilling wail of a pack’s bloodlust sated, a hunt completed. But, of course, there are never any survivors to pass on the story, so it cannot be true…

The Shadestalkers are only called to war in dire times, when only an independent, ruthless team of killers can change the course of fate, when the mighty swordwind of the Craftworld cannot prevail, the midnight pack can and will.

Shadestalkers, Fast Attack, 5-10

WS 5, BS3, S 3, T 3, I 5, A 2, LD 9, SV 5+

Special rules: Hit and Run, Infiltrators
Wargear: Shadowtalons (counts as Lightning Claws), gives a 6+ invulnerable save in Close Combat

May take: Cloak of Shadows. Shadestalkers, like every Eldar, are powerful psykers and affect the space around them. They can twist the visual properties of their surroundings and even alter the perceptions of those they hunt or seek to hunt them in return. An unskilled opponent may look straight at the Shadestalkers and register nothing, convinced they saw nothing at all. A wary adversary would see, at best, a flicker of movement, a shifting shadow. +3pts per model, gives +1 to cover saves

This message was edited 2 times. Last update was at 2011/07/06 15:49:33


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the problem with that is that all aspect warriors have the same profile, that means 4 WS and BS, One attack base (possibly augmented by two close combat weapons) and a 4+ save. Also you forgot about the exarch who needs different wargear and exarch powers (which the Cloak of Shadows could be treated as)

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Made in ca
Buttons Should Be Brass, Not Gold!






Soviet Kanukistan

Eldar Flaming Turds

These aspect warriors represent the aspect of Khaine after a night of heavy drinking and consumption of suicide wings.

Special Rules
-Deep Strike
WS4 BS4 S3 T3 I5 A1 Sv4+ Ld10
Aspect Weapons: Meltabombs, Flamers
Exarch Weapons: Powerweapon, Heavy flamer

/joke.
   
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Longtime Dakkanaut



Beaver Dam, WI

As a friend said to me when playing my eldar...

Rampant chipmunks

Flying squirrels

Tumbling turtles

etc.

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here is my idea


Snapping Tortoises
WS4 BS3 S3 T3(4) I4 W1 A1 Sv 2+
Wear gear
-Tortoise Shield
2+ save, slow and purposeful ,+1 Toughness
-Tortoise Claws
Rending
-pistol

exarch
wear gear
- Tortoise Bite
power fist
-Armoured shell
grants unit defensive grenades

-exarch powers
Defend
Trample -grants unit fleet

 
   
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Never-Miss Nightwing Pilot





In the Webway.

I've always wanted a close combat version of the swooping hawks.

Diving Vultures

The diving vultures are an off-shoot of the swooping hawks formed by those who prefer to take the enemy on at close quaters but still crave the rush of the wind and the speed. Their speciality is quick, descisive and deadly assaults that come from nowhere. Like their namesake they tend to prey on those units who are already weak and wounded.... (yes I know vultures prey on carrion, but you can't have a 40K unit that only attacks dead stuff)

Diving Vulture (22pts?)

WS---BS---S---T---W---I---A--Ld---Sv
-4-----4----3---3----1---5---1---9---4+

The exarch has, as usual, +1 to WS, BS, I, A and Sv.

Special Rules:

Fleet of Foot

Vulture Dive: On any turn the Diving Vultures come in to play from Deep Strike they may assault. However if they choose to do so the unit must take a dangerous terrain test.

Wargear

Swooping Hawk Wings: (maybe change this to a more mundane name if it the DV were included in a codex)

Vulture Talon Sword: A sword that gathers power as it gathers speed. On the turn the Diving Vultures deep strike, it ignores arour saves.

Shruiken-Stun Pistol: A standard shruiken pistol with an attachment that fires a concentrated burst of electricity designed to stun and disable an enemy. A shruiken-stun pistol counts as a shruiken pistol in all respects. In addition, in lieu of being fired normally, if it is fired in stun mode, any model hit must roll a D6 on a roll of 5+ they may not attack in the next round of combat. The owner of said unit may allocate these 'stuns' to any model he sees fit (as long as that model is actually in range of the weapon).

Exarch Wargear

Death Talons: (+25pts) Death talons are large, curved sword-like wraithbone attatchments fitted to the exarch's feet. On the turn the Exarch has deepstriked they count as a power fist, but strike at normal initiative. The Exarch keeps all of his other equipment if he takes this item.

Shruiken-Stun Catapault: (+10pts) A standard shruiken catapault with an attachment that fires concentrated bursts of electricity designed to stun and disable an enemy. A shruiken-stun catapault counts as a shruiken catapault in all respects. In addition, in lieu of being fired normally, if it is fired in stun mode, any model hit must roll a D6 on a roll of 5+ they may not attack in the next round of combat. The owner of said unit may allocate these 'stuns' to any model he sees fit (as long as that model is actually in range of the weapon).

Exarch Powers

Skyleap: (+20pts) Same as swooping hawk one

Death Swoop: (+15pts) This power allows the Exarch and his unit to gather more speed when they swoop in on an enemy, with this boost, the combats they engange in are usually swift and bloody and do not end well for the Vultures' prey. A unit which has taken this upgrade gain the Furious Charge special rule on the turn they deep strike.

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

So this unit ahs high rewards and can really make a mess of any enemy unit however, as with most eldar units, they need to be used correctly to be effective: they must be deep striked well to have their full effect.

I'm also not so good at estimating points values, so that may be one bad thing about this idea.

So, what do you think?



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Soviet Kanukistan

Eldar Own wrote:Dying Vultures

-Fixed that for you- (j/k)

Your idea suffers from all the same problems as vanguard. You place the marker within 6" to ensure that you can charge. If you scatter onto your foe, you mishap, if you scatter too far away, you're dog food. They fleet, so I guess you can place within 7". If they're not deep striking, they're garbage as they are short ranged, S3, non-powerweaponed aspect warriors. YMMV.

This message was edited 1 time. Last update was at 2011/07/06 18:41:19


 
   
Made in gb
Tunneling Trygon





Nottinghamshire- England

I Like the sound of the Vultures

But maybe instead of going to Charge on the turn they come in...

Maybe they can just deepstrike ONTO a unit and in the same turn they count as in combat with that unit but they all take a Dangeruous Terrain test?

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A Town Called Malus wrote: Draigo is a Mat Ward creation. They don't follow the same rules as everyone else.
 
   
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Soviet Kanukistan

Bloodhorror wrote:Maybe they can just deepstrike ONTO a unit and in the same turn they count as in combat with that unit but they all take a Dangeruous Terrain test?

I think that deepstrike should be taken away. Deepstrike and assault troops is a IMHO, a stupid combination.

IMHO, they should have:

Aspect Equipment:
Jump Pack
Vuture Talons x2: +2 attacks on the charge, reroll wounds (fixes the probems with eldar S3)
Shuriken Pistol x2: Can fire both in the same shooting phase
Hit and run
   
Made in gb
Annoyed Blood Angel Devastator






london, england

@miraclefish: yeah thats pretty much what i was looking for i might make a few changes, like to the name or weapons (might go for hunting spears instead of claws, but claws are still awesome). Second, i realise i kinda made them sound like banshee's, the idea was the howls were only for the fear factor unlike the sonic assault of the banshee howl, but i guess that would be too similar.

Here's some changes i made to the list, nothing major, just some weapon and rules changes -

Shadestalkers, the silent claws, the shadow-that-hunts. Shadestalkers, one of the rarest Aspect Shrines, are pack hunters clad
in psychoplastic plate suits of pure black upon which no light can cast a reflection.

Equipped with a set of retractable wraithbone talons atuned to the wearer’s powerful, primal hunting instincts on each hand,
they lope from shadow to shadow, seeking, tracking and, inevitably, bringing down their prey in silence. When the Shadestalkers
heed the Craftworld's call, no enemy of the Eldar walks, only silence is left behind.

There are rumours, swapped over campfires huddled around by the crude Mon-Keigh, tales of the black-clad Eldar hunters. Not the
Dark, twisted kin but those who sail the stars upon the great world ships, who slide from the shadows to murder the enemies of
the Children of Asuryan, silent and deadly until their prey has fallen. As the hunts' end draws near, and the pack closes for
the kill, they raise their voices in chorus, a blood-chilling wail of a pack’s triumph being near, the last sound there prey
will hear. Tough none are left alive to tell the tale, so this cannot be true...

The Shadestalkers are only called to war in dire times, when only an independent, ruthless team of killers can change the course
of fate, when the mighty swordwind of the Craftworld cannot prevail, the midnight pack can and will.

Shadestalkers, Fast Attack, 5-10

WS 5, BS3, S 3, T 3, I 5, A 2, LD 9, SV 5+

Special rules: Hit and Run, Infiltrators

Wargear: Shadowtalons (counts as Lightning Claws), gives a 6+ invulnerable save in Close Combat

Stalker Plate - Modified aspect armour which grants infiltrate.

Cloak of Shadows. Shadestalkers, like every Eldar, are powerful psykers and affect the space around them. They can
twist the visual properties of their surroundings and even alter the perceptions of those they hunt or seek to hunt
them in return. An unskilled opponent may look straight at the Shadestalkers and register nothing, convinced they saw
nothing at all. A wary adversary would see, at best, a flicker of movement, a shifting shadow. Gives +1 to cover
saves

Exarch: The Shadestalker Exarch is a loping hunter, always at the head of the pack, his very presence causing the enemy to flee.

Exarch wargear: Shadowtalons

Stalker Plate


Additional wargear -

Screamstealer - A spear cold as ice to the touch, tipped with a vicious serrated blade, the screamstealer lets
fly a chilling scream with every thrust and slice, causing man and beast to run in terror - terror
inducing, every successful attack with the screamstealer forces the enemy squad to take a
leadership test, powerweapon. +35 points

Shadebitten Blades - Enhanced shadowtalons, with blades that ever shine as though coated with blood a shade of midnight, when
the enemy feels the dreaded sting of these claws, all that is heard is a whisper... then silence... -
Lightening Claws which have the Rending special rule and the poisoned special rule(+3). +40 points

Exarch Powers -

At one with the pack - A true leader, the Shadestalker Exarch teaches his pack to hunt without mercy in perfect
unity - While the exarch is alive, the squad is immune to leadership and morale tests. +10

Master Stalker - Using the gifts of khaine, the Shadestalker Exarch guides his pack through any terrain without
hindrance or a sound, making the bloodshed at the end of the hunt faster quicker to reach.. - While the Exarch is
alive, the squad have the ignore difficult terrain and move through cover special rules. +25

Ill see if i can make some conversions of these, then ill post them in my Dakka-Image gallery for everyone to see

This message was edited 4 times. Last update was at 2011/07/06 20:53:36


"By his Blood I am made.
By his Blood I am armored.
By his Blood shall I triumph."
- Catechism of Blood

"From the void we come -
darkness there, and nothing more"
- Carcharadons Astra 
   
Made in us
Devastating Dark Reaper





This is good but I state once again that all eldar aspects have the same stat line

4-4-3-3-5-1-9-4+ (3+ for scorps and reapers)

Also the war gear seems very exspensive compared to most eldar wargear

War is my master, Death my Mistress- Maugan Ra  
   
Made in gb
Annoyed Blood Angel Devastator






london, england

Ah, thanks for pointing that out

Changes -

WS 4, BS4, S3, T3, I5, A1, LD9, SV4+

Screamstealer - A spear cold as ice to the touch, tipped with a vicious serrated blade, the screamstealer lets
fly a chilling scream with every thrust and slice, causing man and beast to run in terror - terror
inducing, every successful attack with the screamstealer forces the enemy squad to take a
leadership test, powerweapon. +20 points

Shadebitten Blades - Enhanced shadowtalons, with blades that ever shine as though coated with blood a shade of midnight, when
the enemy feels the dreaded sting of these claws, all that is heard is a whisper... then silence... -
Lightening Claws which have the Rending special rule and the poisoned special rule(+3). +30 points

Master Stalker - Using the gifts of khaine, the Shadestalker Exarch guides his pack through any terrain without
hindrance or a sound, making the bloodshed at the end of the hunt faster quicker to reach.. - While the Exarch is
alive, the squad have the ignore difficult terrain and move through cover special rules. +20

Personally i feel that some aspects should have slightly altered statlines, like scorpions having better strength, ect, but until GW decides otherwise thats how it is i guess (ill keep the other stat line saved in case they decide to add varying stat lines).

This message was edited 1 time. Last update was at 2011/07/06 22:46:26


"By his Blood I am made.
By his Blood I am armored.
By his Blood shall I triumph."
- Catechism of Blood

"From the void we come -
darkness there, and nothing more"
- Carcharadons Astra 
   
Made in us
Devastating Dark Reaper





Well the main way they impose differences is through special wargear like scorp chainswords and banshee masks

The mian idea is that a trained eldar is just as skilled as a space marine, just without the augmentation that grants marines increased strength and resilence.

War is my master, Death my Mistress- Maugan Ra  
   
Made in ca
Buttons Should Be Brass, Not Gold!






Soviet Kanukistan

IMHO, the "trained eldar" = Spase Marienz has always been bullpukky.

100's of years of singular training = genetically modified cross training? I don't believe it. I've always felt that the Aspect Warriors should be 5/3 with the 5 attribute going towards their area of focus, and the 3 being "guardian level training" in the areas without focus.
   
Made in gb
Annoyed Blood Angel Devastator






london, england

I was originally gonna make the Shadebitten blades a strength modifier, but i wasnt sure whether that worked.

"By his Blood I am made.
By his Blood I am armored.
By his Blood shall I triumph."
- Catechism of Blood

"From the void we come -
darkness there, and nothing more"
- Carcharadons Astra 
   
Made in se
Nasty Nob





'Ere an dere

I'd like to see a bit more of Eldar plasma weapons. Maybe something that carried Star Pistols? That's be a good reason to use "star" as the first word of an aspect - Star Panthers, Star Tigers... really, I think some kind of Catkind animal should be used for an aspect.

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


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Tunneling Trygon





Nottinghamshire- England

Star Pistols sound cool

Star Lions?

all Aspect stats, with Star pistols, and then the leader can take a Star Vortex?

Plasma Flamer ^^!

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A Town Called Malus wrote: Draigo is a Mat Ward creation. They don't follow the same rules as everyone else.
 
   
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Annoyed Blood Angel Devastator






london, england

Currently working on building the discussed shadestalkers above, so sorry if ive not be posting on the thread

Yeah that sounds cool, or have star-catapults equipping the basic aspect warrior and the exarch having like a gatling star-catapult. They could be called the Blazing suns or something like that, and be like mid range heavy infantry destroyers.

"By his Blood I am made.
By his Blood I am armored.
By his Blood shall I triumph."
- Catechism of Blood

"From the void we come -
darkness there, and nothing more"
- Carcharadons Astra 
   
Made in se
Wicked Warp Spider






Ios

Void Lynx
The Void Lynx take on Khaines aspect in the form of the prowling hunter, using sophisticated technological claws to strike close and continually evade their enemies.
<Standard aspect profile.> Elite slot.

Special rules: Fleet, Duality, Hit and Run
Wargear: Psycho-elastic reinforced body mesh (4+ save), a pair of Star Pistols.

Duality: The model is able to effectively use two single-handed ranged weapons at the same time.
Star Pistol: Range 12", S6, Ap2, Pistol.
Void Pistol: Range 12", SX, Ap2, Pistol, Distortion
Neural Pistol: Range 12", S4, Ap5, Pistol 2, Pinning

Exarch weapons options, may replace one or both pistols with: a Fusion Pistol (free*), a Void Pistol (+X points), a Neural Pistol (+X points).
Exarch powers: Swift Stalker (+20 points), Fury (+10 points)

Swift Stalker: The exarch conveys his focus to his squad and guides them through the hunt at ever increasing speed. The squad and exarch is able to run and fire their weapons in the same phase. The run move is made either before or after the normal shooting has been resolved.
Fury: The exarch channels his rage and urgency through his weapons, causing them to strike in melee as if they were power weapons.

* Fusion Pistols have shorter range, which makes them extremely hard to use.

I really need to stay away from the 40K forums. 
   
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Purposeful Hammerhead Pilot





Pullman, WA

I'm gonna throw an idea out (Haven't played since 3rd edition Eldar, so hopefully not too rusty):

The Trickster's Echoes:

Same statline as Aspect Warrior, but Ld+2 or +3 and +1 or +2 I. Unit can deepstrike or infiltrate, and units wishing to shoot or assault treats their WS/BS as 1 lower than normal against this unit. Blast weapons scatter +1d6". Max squad size of 3-6

Weapons:
---The Trickster's Sleight: 6" S4 Ap3 Assault 1, Pinning. For every wound the unit takes from this weapon, reduce their Ld save for the pinning test by -1 (cumulative).
Basically, allow an easy way to pin an enemy unit, but at the risk of being right on top of them in case you fail to cause them to go to ground.

---The Trickster's Illusions: 18" S3 Ap- Assault 1, Large Blast. If this unit takes any wounds from this weapon, they lose any bonuses they have if assaulted this turn. Limit 1 per squad.
Again, another way to give the Trickster's a good way to mess with a unit's ability to do CC well. Counter-assault or defensive grenades are nice, but how well can a player cope if they lose them for one round of combat?

---The Trickster's Knife: CC weapon, Power Weapon (maybe). If a multiwound unit takes an unsaved wound from the Knife and survives, they immediately make a single attack at their normal S and WS against an adjacent enemy of the Eldar player's choice. if there are no adjacent models, he instead attacks himself. Limit 1 (or 3) per squad.
This would be kinda a cool way to deal with stuff like multiwound models with powerfists. Suddenly, a powerfist hero making an attack against the other MEQ model with a powerfist in a unit coukld seriously shift an assault, or especially a multiassault.

Otherwise, they have shuriken pistols and a CC weapon.

Wargear:
---The Trickster's Veil: Enemies wishing to assault or shoot at this unit (Including vehicles) must pass a Ld check first, or else they cannot target this unit with the attack. Once they pass this check, they no longer need to make this check for the rest of the game.
This would be a way to give the unit much better viability (but this wargear will definately cost major pts), but not making them completely impossible to hit.

---The Trickster's Cloak: Model gets a 5+ invulnerable save.
Another way to make the Exarch a bit more surviveable.

The unit overall is powerful, but very few models that are very weak when shot means that if a unit successfully directs a round of firing on it, they'll probably dissolve. But if they don't they can soften up a bunch of units for other Aspect squads to deal with handily (I know for certain as Tau that the Illusions on a Crisis suit squad, followed by a Banshee charge would majorly suck... )

This message was edited 1 time. Last update was at 2011/07/18 21:16:28


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Breaking Something Valuable

Hmm.. Space wolf viking elves? Sounds like something belonging in a SW dex. You want a fenris like unit, try some of these names:

Feral Trackers

Primal Hunters

Icy Talons

Icy Claws

Blizzard Stalkers

Stalking Vipers

Stalking Foxes.

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North Texas

Heres an idea this thread sparked for me; how about a unit that has virtually no armor, but has powerful weapons (like power fists). then it could have a special sort of feel no pain for each model, where if it takes a wound it has a 50/50 chance of deepstriking back in the next turn.

it could be sort of an homage to Khaine's shattered body falling to the mortal realm. Fallen shards? I dunno, someone want to help me fluff this up?

or possibly the falling tears of Isha as she tells the eldar nurgle's secrets?


Automatically Appended Next Post:
Eldar Own wrote:
Diving Vulture (22pts?)

Vulture Dive: On any turn the Diving Vultures come in to play from Deep Strike they may assault. However if they choose to do so the unit must take a dangerous terrain test.

So, what do you think?



I think this is what i wish chaos raptors were lol.

This message was edited 2 times. Last update was at 2011/07/19 02:23:00



 
   
Made in us
Purposeful Hammerhead Pilot





Pullman, WA

@Cypher: Perhaps the "Bones of Khaine"?

Not very good on the fluff side, but for crunch they could probably be fleet, HnR, with a 4+ Sv (6+ invul for the exarch?) and I4 (man, I4 powerfists would rock face...). Still a base S3 Aspect warrior, so won't ID SM with the doubled to S6, but would do a number on a guard squad and eat vanilla SM at a decent rate too thanks to the ignoring saves.
Also, the turn they deepstrike, they can place a single small blast template base to base (or within 1 or 2" or something. Nearby, anyways) with each model in the unit, and the area underneath inflicts S8 Ap3 on any hit enemies/vehicles as per a normal blast, and then shift any models under the template until they are no longer under it and replace it with a "Tooth of Khaine" (wraithbone spike, 3" in diameter, ~6" tall, roughly a somewhat curved tapered cone near the top).
This would allow the unit to deep-strike in very close to an enemy unit, and if they hit, both damage possible squads nearby as well as create a crude wall with the "Teeth" to block some LOS and give them the survivability they wouldn't get from a drop pod or deepstriking. The teeth could be T6 or 7, 1W, with a 2+ or 3+ save, basically meaning you have to whack it with a krak missile or lascannon to break one and open up a firing channel.
The unit size for a "Bones of Khaine" unit should be a max of 6, so you can't make a full circle with the templates (although, if you do, the Bones will need to assault their own drop-spikes in order to escape... :/)


Automatically Appended Next Post:
Oh, and if they take an unsaved wound, on a 4+ they deepstrike on the next turn. if you have multiple that make the "Revenge of the War-God" roll, they may deepstrike as a single unit if you wish. If not, each new deepstruck unit counts as a separate unit for the purpose of KP, morale, and so on.

This message was edited 1 time. Last update was at 2011/07/19 04:23:50


Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

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Hellacious Havoc




North Texas

I like everything about what you said darkprince. Although for fear of being over powered, perhaps the teeth of khaine should be an exarch power and maybe roll a d6 to see how many.

man this is my first time posting in proposed rules (I just saw the title and it peaked my interest) and you guys are freakin' bad ass at this. i think it would be so cool for GW or FW to have a contest where gamers submitted their ideas and then had them put to a vote. A promotion like that would renew my faith in GW again.

OH! A thought! If they're all going to have powerfists or powerclaws, why the hell not just have a name related to Khaine's bloody hand?

This message was edited 1 time. Last update was at 2011/07/19 08:00:10



 
   
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Purposeful Hammerhead Pilot





Pullman, WA

Just swap the name to "Claws of Khaine" seems like a better fit.

As for the exarch power for the teeth, I still think it'd be better for one each, otherwise they'll die like most other eldar who aren't in cover if the exarch rolls lousy. Maybe allow him to buy an upgrade that allows him to place d3 instead of 1, so a smaller squad still has a chance of better coverage (Having to place in base to base with the eldar model means you still won't be able to threaten an area more then 3" away from the farthest squad member). Plus, this would allow the tactic of attempting to try and deepstrike reeeeally close to the opponent, with increased chance of mishaps but better chances for smashing people with the Teeth, versus deepstriking at the edge of assault range with them.
Plus, the destroyable teeth means concentrated fire/ AT fire will drop them easily, so the squad won't simply be in an untouchable bunker. Still being T3 means most beefier stuff shooting at them will ID their exarch (Are exarchs 2W?), so it'll be interesting.
Oh, and the squad would probably have/could buy defensive grenades too, so people wanting to assault them would have to think twice

Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
 
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