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Dark Eldar Velositrix Bs 5, Ws 4, S 3, T3, W1, I5, A1, Ld 8. Sv 6+
Dark Eldar Velosinite Bs 6, Ws 4, S3, T3, W1, I6, A2, Ld 9. Sv 6+
Fluff
Spoiler:
Dark Eldar have arguably the most developed sense of self preservation in the universe. While the most wealthy Dark Eldar can have assurances that death wont end their reign of terror, most Dark Eldar don't have access to that kind of treatment. With that in mind, its amazing that their are so many Dark Eldar that love the thrill of close combat fighting when ranged fighting is so much safer. When a Dark Eldar comes to this conclusion, they may very well become applicants of the Velositrix houses. The Velositrixes where a very wealthy family that made their fortune by use of training the best Dark Eldar marksmen available, and hiring out these assassins to the highest bidder. Of course, eventually the untraceable murders where traced back, and the Velositrix houses where burned to the ground by angry and, recently leaderless, families.
But that wasn't the end of their deadly trade, when the family house was taken, the assassins dispersed into the far corners of Commaragh and disappeared into the shadows as assassins are want to do. Their they remade their houses, each trainer founding a dynasty of preternatural skill at arms and once again began to train and hire out their trainees. Keeping the now forgotten families name, the Velositrixes are a staple form of high Commaghite war fare. And at the behest of wealthy Archons or Archites the Velositrixes form deadly cliques to make war on real space, sowing panic upon the populace of a raiding town or eliminating aspiring commanders vainly trying to defend all they hold dear.
Special rules. Scout, Infiltrate, stealth, Strike from afar.
Strike from afar. Models with this rule have the precision shot special rule,In addition Look Out Sir! attempts are only successful on a 5+. The Velocinite always precision shots on a 5+ and look out sir attempts are only successful on a 6+.
Uraithen Rifles. These fluted, finely crafted rifles have spelled doom for many an over ambitious Archon, so the less races hold no chance. They have multiple ammunitions so neither armour, resilience,Arcane ward,massed followers or insane courage can protect the target. All shots have the sniper, pinning and heavy 1 special rule and are range 48'', in addition to their own specific rules.
Shadowpass munitions. Designed to pass through Dark Eldar Shadowfields, these munitions vibrate at a rate that they can simply pass through even force fields.
Strength 4. Ap 4. Ignores cover, Shadowpass (Successful Invuls must be re-rolled) Pinning
Fireweed Munitions. Designed to impregnate exposed flesh with Fireweed, a feared toxin that sets every nerve flame with pain until they burn out within seconds.
Strength x Ap 6. Poison (2+). Fireweed. Pinning (suffer an unsaved wound must take a blind test to show the pain)
Disintegrator Bolts. Shots that contain tiny specks of energy that blossom when released from containment. These tiny sparks create impressive explosions that can shear through amour, or dissipate before they're damage is done.
Strength 5. ApD6. Pinning
Soulshiver shards. Within each shard is a tortured soul, so that when the shot shatters against armour or flesh, the soul sends psykic screams resonating in the minds of all near by. While unlikely to kill, these where designed to brake a targets mind, not their body.
Strength X. Ap -. Pinning Soulshiver. For each successful hit, the units leadership is lowered for the purpose of pinning checks.
18pts per model. A single model may be upgrades to a Velosinite for 15pts. The Velosinite may replace her rifle with either a hex rifle for 10pts or a Dark Lance for 15pts.
What do you think? I think that Dark Eldar need a sniper unit, but the usual sniper thing (Wound on a fixed amount) needs to be changed as normal DE shots do that anyway. So I gave them the special ammunitions, so they will act much like very long range sturngaurd. Opinions?
This message was edited 2 times. Last update was at 2013/09/24 15:26:25
Most snipers are BS4. I dont think these guys should be any better.
why only 6+ saves? Basic DE armor is 5+
48" range on their guns is longer than any other sniper and the longest range gun in the DE armory.
Not sure they should have grenades and defensive grenades. You can always give their leader the option for a PGL.
Reducing LOS on an IC from 2+ to 5+ is very powerful. Im not sure if that is really the way to do it. Perhaps -1 to LOS, so ICs pass on 3+ and regular chumps on 5+. Or -2 perhaps....
Too many ammo types and they are all so complicated.
I would simplify
Soul Seeker: twinlinked and ignore cover 4+
Shieldpenetrator: 4+ reroll invuln
Psykic shrieker: 4+ but wounds cause psykers to perils/lose mastery level
Lethal: wound on 2+
All would be AP- but get the rending and pinning for being sniper weapons.
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++
Tau sniper drones are 48" range. I relay like the idea and think they look mostly fine. On the subject of LoS and ammo i think Exergy's ideas seem a lot more easy to use.
My armies:
vior'la sept 12k
Erik Morkai's great company 6k
dark mechanicus, the dearth of hope, 8k
rothwyr morwan's company 1,5k
Adeptus custodes 2k
AoS, The forgotten order, SE, 3k
Dantioch wrote: Tau sniper drones are 48" range. I relay like the idea and think they look mostly fine. On the subject of LoS and ammo i think Exergy's ideas seem a lot more easy to use.
still nothing in the DE dex has range longer than 36". Even the void lance. DE like to revel in the pain of the enemy, I can see them liking ranged combat, but they are going to want to be close enough to hear the screams.
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++
Exergy wrote: but they are going to want to be close enough to hear the screams.
Nothing the good modern Earth optic sights and directed sound amplifiers could not help with. And DE definitely have much better thech.
This message was edited 1 time. Last update was at 2013/09/25 10:03:12
"It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change."
Charles Darwin, first champion of Tzeench
Exergy wrote: but they are going to want to be close enough to hear the screams.
Nothing the good modern Earth optic sights and directed sound amplifiers could not help with. And DE definitely have much better thech.
sure but every technology has it's limits. And it is not just the snipers target, but his units targets.
I just cant agree to a sniper weapon that has 133% the range of anything in the DE armory. DE aren't known for their range.
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++
Dark eldar are piratical raiders that depend upon their prey for food, namely in the form of fear and other powerful, intense emotion, as well as staving off she who thirsts. A sniper unit really doesn't fit this dynamic. Afaik, and i'd have to double check this, but the only selections that have access to the only sniper weapon in the book are the haemonculi and their wracks, in the guise of the hexrifle, a rather rare piece of kit to begin with. Judging by a look at your unit, you want to give the dark elves in space a unit of mini-vindicare assassins. A 1 man unit, sort of a twisted exodite pathfinder, might be a better choice here, both from both a fluff and balance perspective... sort of a disciple of Vaul or some such.
Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful