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Made in ca
Wondering Why the Emperor Left





Edmonton, AB

Alright so i saw these custom rules for a Dark Eldar unit released by some gaming community in the UK i think for some campaign they are running and i was wondering how good they are? I'm still sort of new to 40k so i have VERY little experience with psykers as me and my friend never took the time to figure them out and thus don't use them (Dont ask me how i play CW Eldar) xD

So the rules are as such. I'm not looking for modifications, more just a thumbs up or down on the unit (although i may take suggestions if they dont change the unit too much);

Dark Eldar Warp Hag - Elite Unit - 120 Points

The fear of Slaanesh consuming their souls and the risk of destruction to Commoragh is usually enough to steer Dark Eldar from developing their prodigious psychic talent (as all Eldar have). But a few exceptionally powerful psykers seek alternative methods to bring their talents to further their Kabal’s goals. Surrounding themselves with enslaved psykers and binding their souls to hers prior to battle ensures that any unwanted attention from the Great Enemy is directed at them rather than on the Hag herself.

Hag Stat Line - WS 6 BS 5 S 3 T 3 W 3 I 6 A 3 Ld 10 Sv 5+
Slave Psyker - WS 2 BS 2 S 3 T 3 W 1 I 3 A 1 Ld 3 Sv -

Unit Composition - 1 Warp Hag, 9 Psykers

Wargear - Ghostplate Armour (Hag only)
Splinter Pistol (Hag only)
Agoniser (Hag only)

Special Rules- Fearless
Soul Shields
Mastery Level 2
Night Vision
Power From Pain

Soul Shields - Each time the Warp Hag casts a psychic power make a psychic test. On a roll of any double d6 Slave Psykers have their souls consumed and are removed from play. The Warp Hag herself is immune to Perils of the Warp until she runs out of Slaves. At that point she quite sensibly ceases to use her psychic talent and retires from the battlefield (remove her from play). At that point the unit counts as destroyed.

Psyker – May choose from the Biomancy or Pyromancy disciplines

Options - May include up to ten additional Slave Psykers at +5 points per
model.


Sounds pretty cool to me modeling this would be lots of fun
So how does it sound?

Cheers
Jpog

Armies:
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My Heresy Era Blog: http://www.dakkadakka.com/dakkaforum/posts/list/656851.page

Hobby Painting Instagram: marcus_miniatures 
   
Made in gb
Water-Caste Negotiator





Sounds fun, and the modelling opportunities make my eyes light up!

Not sure how close to the background it is... From what I gather, there are no psykers in Commoragh, as it's too risy, full stop. But, I imagine a special character could probably justify living beyond the webway and taking slaves all the same. Pretty much sounds fun to me, anyway!

Tau, Dark Eldar and Inquisition 40K player, occasional Lizardman Fantasy player, proud Lord of the Rings player and Rebel X-Wing player

> 4000 pts 1500 pts 1500 pts 1500pts

Ascalam wrote:Only the Eldar could party hard enough to rip a hole in the material universe, and then stage an after-party in the webway like nothing happened
 
   
Made in gb
Morphing Obliterator






I was about to say that dark eldar would never use psykers due to the risk of discovery by the chaos powers, but then I read the rules and saw that you had written a very dark eldarish way of getting the powers on the board while only risking the lives of lesser beings (which count for nothing to any eldar, especially the dark kin).

The only problem I had was the low number of slave psykers in the unit, but then I saw the extras you can buy so all good there!


Chaos Space Marines - Iron Warriors & Night Lords 7900pts

 
   
Made in se
Wicked Warp Spider






Ios

I'd look at a few things.
1. She's need something to keep her alive that's not slaves. Try looking at the Dark Eldar monstrous allies (Sslyth? Or was that an SC?) as bodyguards and potentials for using Biomancy on should she be attacked in melee.
2. The number of slaves seem a bit... odd. If she eats bolter fire or gets assaulted they die quick (really quick), otherwise you look at a maximum requirement of 7 per game. Maybe those slaves can be sacrificed for more powers?
3. When the slaves are all gone she may not be able (or dare to) cast any psychic abilities anymore, but should she really be removed full stop? She may still be in a position to claim glory through sheer bloodshed.
4. Didn't you forget Fleet?

I really need to stay away from the 40K forums. 
   
Made in us
Been Around the Block





I like this character a lot, very DE.

She could have fleet, but her slaves won't. There just slaves after all, & I don't know how that would effect the unit. Id say give the slaves 2 hh weapons & power from pain.

Id agree that she should be able to use an extra power per turn. Sacrifice a slave to generate an extra psi point. This can only be done once in her turn. If she rolls perils she still needs to sacrifice another slave. Sacrifice another slave to cast the same power twice, biomancy effects DO NOT stack.

Give her a Force weapon, or other eldar psi wepon.

A marine librarian with level 2 costs 150 points so she needs to go up in cost. A DE psycher is supposed to be rare so id say make her a 0-1, that way her cost won't go up too much.
   
 
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