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Made in ar
Savage Khorne Berserker Biker







General Rules

Splinter Weaponry: Unless noted otherwise, weapons with the Splinter rule count as S3 and have the poisoned (4+) rule

Warlord Table

1- Bringers of Darkness: The game automatically has the Night Fighting rules for turn 1, and on a 4+ roll the rule is in effect on turn 2 as well.
2- Toxic Menagerie: any Splinter weaponry the warlord or his unit possess needs one less on the die to wound (4+ becomes 3+), to a maximum of 2+.
3- King of Slavers: Any Independent Characters slain by the Warlord in a challenge are worth +1VP
4- Surgical Strike: One use only. Declare at the start of the player's turn. For that shooting phase, all cover saver taken against Darklight weapons are worsened by 1.
5- Wealth of Agony: The Warlord starts with two pain token. He can distribute them to other units as he sees fit, but no more than one an be given to a single unit.
6- Webway Ghosts: One use only. Once per game, at the start of the player's Movement phase, the Warlord and his unit can be removed from the table and must immediately re-enter anywhere on the board, using the normal rules for Deep Strike. This ability cannot be used if the Warlord or his unit is engaged in close combat.

Specific Changes

-Wyches/Bloodbrides: Dodge- The unnatural agility wyches display in battle confer a 5+ invulnerable save. This is improved to a 4+ in close combat.

-Raider: Gains the rule Piratical Assault- Models embarked on a Raider can disembark and charge after it has moved up to 12 inches in the movement phase. If the Raider has moved more than 6 inches, however, any charges performed after such a movement counts as a disordered charge.

-Incubi: Bloodstone- The baleful energies of a bloodstone can be used to keep entrenched enemies hiding in cover. A unit with a Lkaivex bearing a bloodstone can attack at normal Initiative when charging through cover or difficult terrain.

-Mandrakes: Mandrakes count as being armed with two close-combat weapons. In addition, their spectral natura allows for strikes that often bypass all but the heaviest armor. CC attacks that hit on a 6 are considered to be AP3.

Nightfiend: Mandrake units with a Nightfiend possess the Acute Senses rule.

-Wracks: Wrack units can select one Liquefier for each 4 models in the unit. They also have the Stubborn special rule.

-Hellions: Hellions posses the Jink special rule.

-Scourges: Scourges posses the Move Through Cover special rule.

-Talos Pain Engine, Cronos Parasite Engine: Gain the Fleet special rule.

-Razorwing Fighter, Voidraven Bomber: Gain the Vector Dancer rule.

Vehicle Upgrades


-Kinetic Matrix (10): Raiders and Venoms equipped with a matrix improve their Jink saves by one (4+ after moving, 3+ when moving flat-out).

Wargear:

-Splinter Cannon: Salvo 3/6

-Shredder (15): Range 18", Salvo 1/2. S6/AP4, Blast, Ignores Cover.

-Phantasm Grenade Launcher: Cost changed to 15 points.

Special Characters:

-Lelith Hesperax
The Penetrating Blade: Lelith's close-combat attacks are considered to be AP2. On a turn in which she charges, her attacks also have the Shred special rule.

-Kheradruakh, The Decapitator (155): Shade Stalker- When arriving from reserves, Kheradruakh can be placed in base contact with one, and no more than one, enemy model, which must be a character. Both models fight as normal in the assault phase using the rules of a Challenge, which cannot be refused. After the combat phase is over, he can test Initiative to disengage as if he possessed the Hit&Run rule.

-Lady Malys: Malys is considered to be a Psyker with a ML of 2. She can choose any one power in the Divination list, but can only use it once per game.

-Succubus: A Succubus can pick two options of close-combat weapons and divide her attacks between both as required, provided none of them are two-handed. Her list includes all wych weapons, plus Agonizers, Venom blades, Electrocorrosive whips and the Huskblade.

-Asdrubael Vect:
Dais of Destruction: Cost is changed to 170 points. The Dais can purchase upgrades from the vehicle wargear list normally.

-Court of the Achon
Sslyth: gains the rule Devoted Bodyguard- Archons can make Look Out Sir! rolls to shift one wound per combat phase to the Sslyth even while engaged in a challenge. The Sslyth must first succeed on an Initiative test in order to absorb the attack.


Artifacts of Decadence


Vexator Mask
(20): This psychoreactive device fools attackers into seeing flashes of their most beloved and respected figures in place of the user. In a challenge, anyone failing a Leadership test on 3d6 loses 1d3 attacks in that combat phase, to a minimum of 0. This device does not work in two consecutive combat phases, however, as most foes will realize the trick until the mask senses a new disguise. (Haemonculus only)

Crucible of Malediction
(30): Upon activation, the user of this artifact rolls a d6 and adds his Leadership score. The next psyker to attempt to use a power or activate a force weapon after this item is used must roll a d6 and add his Leadership as well. If he does not match the number rolled by the user, he takes one wound for each point that he fell short. These wounds can only be saved by Invulnerable saves.

Everknit Serum (20): This vile serum is said to be concocted from the blood of mortals known as Perpetuals. When it is activated, at the start of the user's shooting phase, the Feel No Pain value of one friendly unit within 6" is improved to 3+ until the beggining of the player's next turn. This exhausts the regenerative qualities of their bodies quickly, however, and for one turn afterward, the unit will lose the Feel No Pain rule entirely. (Haemonculus only)

The Cruelest Cut (35): This pair of wicked daggers has changed hands in the Dark City for millenia, with ambitious succubi and proud Archons both competing to be their definitive owner. Their fine edge and artful design makes it easier to subtly damage enemies, making for a prolongued, drawn-out death even in the middle of furious combat.
S: As user. AP 4, poisoned 3+, Rending, Diminish.
Diminish: Every time the daggers score a rending hit on a non-vehicle, the user can choose to lower any stat on the target by 1, except for Wounds. These effects are cumulative and last until the end of the game. (Archon/Succubus only)

Song of Adrenaline(25): The jetbike of the greatest arena champion to ever soar through the suicidal speedways of Comorragh, the Song reputedly has many arcane alien parts integrated in is systems. It changes the user's unit type to Eldar Jetbike, grants the Skilled Rider ability, and has an integrated Splinter Cannon. In addition, whenever it moves over an enemy unit during a turbo-boos maneuver, it causes d6+2 S6 hits instead of the normal amount for cluster caltrops. (Succubus only)

Scales of the Pariah
(30) : Suishaen was once of the greatest Klaivex in his sub-realm, until he made the mistake of challenging a rival Archon who had offended his master's pride. Archon Priett was a devoted followed of the way of the blade, and not only defeated the incubus but claimed his armor, wearing it as a mark of his prowess and incirporating his own technological trickery into it. He was eventually murdered by the legendary Drazhar, but the armor still resurfaces in the dark city from time to time. It grants a 3+ armor save and a 3+ invulnerable save, as well as the Rampage rule. However, its wearer automatically takes an unsaveable wound whenever he refuses a challenge. (Archon Only)




This message was edited 1 time. Last update was at 2014/04/12 01:30:45


In Boxing matches, you actually get paid to take a dive and make the other guy look good.

In Warhammer 40K, you're expected to pay cash out of your pocket for the privilege of having Marines and IG trample all over your Xenos/Chaos. 
   
Made in za
Fixture of Dakka




Temple Prime

Do you have any ideas for relic wargear?

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Gore-Soaked Lunatic Witchhunter







Kinetic Matrix is a tad underpriced, and it'd be faster and simpler to give Mandrakes Rending than add yet another special rule that does almost the same thing as something else to confuse people. The Dais at 170pts with the option to purchase vehicle upgrades would be a bit silly; I'd suggest allowing upgrades but leaving the cost where it is in the current book. Other than that no objections.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in za
Fixture of Dakka




Temple Prime

Would giving vect AP2 but upping his cost be out of order?

Seems odd that any random Incubus can have AP2 at initiative but not him.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in au
Space Marine Scout with Sniper Rifle




I really like this update - it just gives the DE a bit more flavour as well as a bit more punch. It is good that Splinter Weapons are actually getting a Strength value (it makes sense that a super-sharp blade, regardless of the amount of poison on it, can hurt one)! The Warlord traits all seem balanced and fit in with the "template" of Warlord traits that GW are creating. I like the change to Dodge, to make the system uniform (with Hesperax). The Raider and Incubi changes are all good, and so are the Mandrakes', however, I still feel that they can be buffed even more. That "hit on 6" change is good, along with a Nightfiend with Acute Senses, however possibly their "Evil-looking blades" can also benefit from a buff, possibly by making them Shred, or Fleshbane or at the very least Poisoned. That Kinetic Matrix is sssssooooo good - despite all the anti-cover out there, it will just make tanks more survivable. And the costing is cheap but sensical. The change to the Splinter Cannon is probably not needed, as it is mainly used by Relentless vehicles. The change to the Shredder is interesting, however, it could possibly just change and become a template weapon rather than having Salvo and Ignores Cover. The changes to the special characters are all good, and it may possibly make Kheradruakh viable, if he gets a points decrease or another buff. However, the change to Lady Malys makes sense in the rules however the fluff behind it does not seem right. The abilities on Divination all seem like they would suit her, however it does not seem fluffy to have a Psychic Dark Eldar, despite Malys' prescient abilities. Overall, great job. I would love to see some more DE home-brews from you.
Heirophant
   
Made in gb
Morphing Obliterator






I like it (especially the vector dancer on the fliers as I can see them actually getting this and the changes to decapitator) but I feel that kinetic matrix is redundant as you have flickerfields already.

I like the idea and feel it should be cheaper than the holofield (which it is) as it is protecting a weaker armoured vehicle, but you already have an item to give vehicles a save which can never be ignored, do you really need one that can?

I will be interested to see what else you come up with, especially for relics. I would be disappointed if GW reduce all the haemonculi wargear options by turning them into relics (as each army normally has only 6 max).

Chaos Space Marines - Iron Warriors & Night Lords 7900pts

 
   
Made in ar
Savage Khorne Berserker Biker






The Matrix is supposed to offer a better save than the Flickerfield, but also one that can be taken away. Cover 3+ on a flat-out vehicle is quite strong, IMO. I wanted to err on the side of caution, while also tying it to one of the trademarks of the army (speed), instead of just giving it a boring "+1 to cover" like eldar and tau have.

As for mandrakes, I wanted to give hem Rending at first but felt they would become too much like genestealers. I decided to cap it at AP3 to make them good troop-killers but limit their use a bit (not that you ever see them on the table). The oter option was to make enemies within 6 inches of them unable to fire overwatch, but that felt forced.

Malys was tricky because any fluff-based power I wanted to give her was already better expressed by a Divination power. So I took the simpler route and just gave her a one-shot access to a power. She's not a full psyker, but she is close enough to use the same rules for gameplay purposes, and the one-shot nature of it forces the player to pick wisely both power and timing.

Vect is another hard case. It feels that any tweak I can give him would make him truly OP, but leaving him as is makes him an expensive jack of all trades, master of none. He's got nasty shooting with his orbs...but nly from really close up, where you don't want to be. He's a nightmare in combat...unless you are facing any 2+ armor. He's durable...untill he fails his first save. I honestly don't know which side to buff.

As for the Dais, I feel it should be even cheaper. As it is, it's a huge stack of points on an already expensive IC, and it is WAY worse than a regular wave serpent.

In Boxing matches, you actually get paid to take a dive and make the other guy look good.

In Warhammer 40K, you're expected to pay cash out of your pocket for the privilege of having Marines and IG trample all over your Xenos/Chaos. 
   
Made in us
Gore-Soaked Lunatic Witchhunter







 Kain wrote:
Would giving vect AP2 but upping his cost be out of order?

Seems odd that any random Incubus can have AP2 at initiative but not him.


GW's overhauled their website yet again and I can't find the current errata right now but last I checked the Klaive was classed as an Unusual Power Weapon and is thus AP3. I would support giving Vect AP2, though.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in gb
Angelic Adepta Sororitas





Klave and demiklaives got errata'd to be AP2
   
Made in gb
Ambitious Acothyst With Agonizer




Having the liquifier for qwracks at 4 models though is a bit wishlisting, as it means you no longer have to make the choice of the extra pain token of adding a haemonculi or going for the liquifier. Its a ded cert you will have both and give 2 liquifiers in a unit in a venom




 
   
Made in ar
Savage Khorne Berserker Biker






Given that the liquefier is the sole weapon option in the unit, I felt having an extra one was warranted. It's a -potentially- devastating weapon, but it will fail to pierce flak jackets as often as it will frighten terminators.

The FNP equation is a bit lopsided. It's prett much the only save Wracks get, so it's really not that strong. Though at least they don't get it negated by any S6 gun like other commorites!

In Boxing matches, you actually get paid to take a dive and make the other guy look good.

In Warhammer 40K, you're expected to pay cash out of your pocket for the privilege of having Marines and IG trample all over your Xenos/Chaos. 
   
Made in ca
Dakka Veteran






Though I'm making my own Dark Eldar fandex, I'll throw ya the idea I had for Dodge.

Essentially I made it a overall special rule for the codex, not every unit will have it but it'll primarily be on Wych units. Most units have Dodge (4+). This provides them with a 4+ invulnerable save in close combat and a cover save against ranged attacks that is one worse than the listed value (so a 5+ cover save against ranged attacks). I didn't feel it was right giving them an invulnerable save at range, as it would mean, lore-wise, that they are able to dodge flamer bursts and shrapnel from explosives.

Hope this gives you some ideas or inspiration.

CURRENT PROJECTS
Chapter Creator 7th Ed (Planning Stages) 
   
Made in za
Fixture of Dakka




Temple Prime

 AnomanderRake wrote:
 Kain wrote:
Would giving vect AP2 but upping his cost be out of order?

Seems odd that any random Incubus can have AP2 at initiative but not him.


GW's overhauled their website yet again and I can't find the current errata right now but last I checked the Klaive was classed as an Unusual Power Weapon and is thus AP3. I would support giving Vect AP2, though.

Demiklaives, Drazhar, Huskblades, and Lelith were all errat'd to AP2 at initiative I believe.

The Dark Eldar have quite a lot of TEQ killing at initiative in assault (in fact, probably the most) to the point that I think that GW wants AP2 at initiative without having to fiddle with rending for non-monstrous creatures to be mostly a Dark Eldar thing.

This message was edited 1 time. Last update was at 2014/04/14 07:53:55


 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
 
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