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Made in au
Longtime Dakkanaut





Two years ago I put up rules to improve the wraithknight. With a new edition and an new IA book out, I thought I'd update them and put them out again.

Eldar knights should be at least equal to if not better than imperial knights, but due to legacy issues with the way they designed the wraithknight (in an edition where you swapped a weapon for an invulnerable save) they are undergunned and more vulnerable than imperial knights.

So I decided the best option was to treat the scattershield like a serpent shield, allowing it to discharge attacks at enemy units, making it a weapon. Also, they have an invulnerable save as standard and the shield improves this and grants a melee save as well.


Wraithknight
M14" WS3+ BS3+ S8 T8 W24 A4 Ld9 Sv3+
Distortion Field: the wraithknight has a 5+ invulnerable save against ranged attacks
Armed with Scattershield and titanic Ghostglaive. May replace ghostglaive with a Suncannon, wraithcannon, inferno lance, deathshroud cannon, or Vibro lance.
May replace scattershield with wraithcannon, inferno lance, deathshroud cannon, or Vibro lance.

Heavy Wraithcannon: range 36" Assault 3 S 16 AP-4 D-D3+3
Suncannon: Range 48" Assault 10 S7 AP-3 D3
Inferno Lance: 30" Assault 1D6 S9 AP-4 D1D6 1d6+2 for damage within half distance
Deathshroud cannon
When you attack with this weapon, choose one of the following profiles:
Focussed18" Heavy 3D6 7 0 1 This weapon automatically hits its target. Wound rolls of 5+ for this weapon are resolved at AP -4 instead of AP 0. Targets gain no bonus for being in cover
Dispersed 60" Heavy 2D6 8 -2 D3 Wound rolls of 5+ for this weapon are resolved at AP -4 instead of AP -2. Targets gain no bonus for being in cover
Scattershield Range 18" 3D6 S5 AP0 D1 targets that suffer wounds from this weapon suffer -1 to hit during their next turn
The unit’s distortion fields become 4+ against ranged attacks and it gains a 5+ invulnerable save against melee attacks.
Vibrolance Range 48” Heavy 3 S8 AP-2 D3 For each successful hit by this weapon, roll to hit the target again.


Skathach: Upgrade to Skathach Knight with warpshunt generator and spirit Stones for +50pts


Bright Stallion
Swift and deadly equine knight, making breathtaking charges across the battlefield.
M20" WS3+ BS3+ S8 T8 W20 A4 Ld9 Sv3+
Choose one ranged weapon from the wraithknight entry and one of the melee weapons below:
Fractal Charge: 5+ Invulnerable save against ranged attacks 4+ in melee
Leaping Charge: When moving, advancing or charging, the bright stallion can ignore infantry.

Pulsar lance Range 48” Heavy 4 S9 AP -3 D4
melee S+4 Ap-4 D1D6 when charging roll 3 hit rolls for each attack.

light sabre melee S user Ap -4 D3 re-roll failed to hit and wound rolls and increase Attacks characteristic by +2

The Bright Stallion has a shuriken rack mounted on its shoulders:
shuriken rack range 24” assault 8 S5 AP0 D1


Fire Gale
Wreathed in smoke and ash, the fire gale is fuelled by the rage of its pilot, psychically converting this to a palpable shield of heat and spewing incandescent death at the enemy.
M16" WS3+ BS3+ S7 T8 W20 A5 Ld9 Sv3+
Choose one of the following ranged weapons:
Dragonfire Roar range 18” Assault 4D6 S6 AP-2 D2 auto hit
Bale eye lance Range 36” Assault 3 S8 AP-5 D4 if the target is within half range, double the damage

Choose one of the following melee weapons
Burning Gauntlet (ranged): 18” Assault 2D6 S5 AP-1 D1 auto hit
Burning Gauntlet Sx2 AP-4 D4. For each 6 rolled to wound, the target received an additional mortal wound

Smouldering Axe (ranged): 12” Assault 4 S7 AP-4 D3
Smouldering Axe S+3 AP-3 D3, increase attacks characteristic by +2

Inferno shield 5+ invulnerable save. For each 6+ rolled, the attacking unit receives a mortal wound.

Destroyer
The heaviest and most powerful of eldar knights, the destroyer’s four arms are equipped with a variety of different weapons to deal death.
M12" WS3+ BS3+ S9 T8 W28 A5 Ld9 Sv3+
Choose two weapon options from the Wraithknight weapon list above.

In addition, Destroyers have two Destruction gauntlets:
melee Sx2 AP-5 D6 enemy units that suffer casualties from this weapon are immobilised during their next turn and cannot fire on overwatch
range 12” Assault 2D6 S3 AP0 D1

The Destroyer mounts stormstrike launchers on its shoulders:
Shoulder stormstrike launchers range 48” Heavy 2D6 S6 AP-1 D1 any unit damaged by this weapon is at -1 to BS in their next turn.

Distortion field: 5+ invulnerable save against ranged attacks

This message was edited 1 time. Last update was at 2021/01/11 03:27:49


   
Made in us
Fixture of Dakka





Lots of cool stuff here. I always like reading your eldar suggestions. Before I share some thoughts, a disclaimer: Despite being primarily an aeldari player, I've never paid much attention to wraith knights. I don't have a strong grasp of where they currently stand or what their issues are.

 Hellebore wrote:

Deathshroud cannon
When you attack with this weapon, choose one of the following profiles:
Focussed18" Heavy 3D6 7 0 1 This weapon automatically hits its target. Wound rolls of 5+ for this weapon are resolved at AP -4 instead of AP 0. Targets gain no bonus for being in cover
Dispersed 60" Heavy 2D6 8 -2 D3 Wound rolls of 5+ for this weapon are resolved at AP -4 instead of AP -2. Targets gain no bonus for being in cover

Nitpick: I'm pretty sure you've swapped around the "Focused" and "Dispersed" names here. It might be a good idea to specifically call out which cover rules these ignore; i.e. "ignores light cover." I note that this weapon's profile and special rules depart somewhat from death spinners, night spinners, and shadow weavers, but I assume that's intentional.


Scattershield Range 18" 3D6 S5 AP0 D1 targets that suffer wounds from this weapon suffer -1 to hit during their next turn
The unit’s distortion fields become 4+ against ranged attacks and it gains a 5+ invulnerable save against melee attacks.

The invuln boost is good. The shooting profile feels kind of random to me. You described wanting to treat the shield a bit like a serpent shield, but 10.5 (average) shots that wound a plague marine on a 4+ for 1 damage with no AP seems really underwhelming. Especially for something taking the same slot as one of the big guns. I also don't love the -1 to hit effect if only because we kind of have a lot of that in the craftworlders book as is. Making it only work if the thing you shoot it at gets hit, wounded, and fails a save also means that it's not terribly reliable if used against one of your opponent's more valuable units; (I'm thinking tanks and such).

This is probably too complicated to be a good idea, but if you want to make it more like the serpent shield, maybe try something like...
Scattershield: A unit with a scattershield has a 4+ invulnerable save against ranged attacks and a 5+ invulnerable save against melee attacks. Once per game, this model may permanently lose its invulnerable save to deal X mortal wounds to the nearest enemy unit within 18" and line of sight. X = the number of unmodified saves of 6 the wielder has made during the game.

Being one-use and needing to "charge up" means that it won't overlap with the actual guns for ranged offensive output. Giving up your invuln and doing mortal wounds will make it feel like a more dramatic and impactful weapon. It will also make your opponent reconsider throwing quite so many shots into the wraithknight; they won't want to toss random bolter or assault cannon shots your way if they're more likely to charge up your shield than to do meaningful damage.


Vibrolance Range 48” Heavy 3 S8 AP-2 D3 For each successful hit by this weapon, roll to hit the target again.

Infinitely? Or just once? The former would probably be too much given how reliable the shooting of a Guided WK is.


Skathach: Upgrade to Skathach Knight with warpshunt generator and spirit Stones for +50pts

Are spirits stones really not an option (or mandatory part of) all wraith knights? Seems weird that they aren't baked into all knights. And if they are only available to the skathatch, what's up with that lore-wise? Huh.


Bright Stallion
Swift and deadly equine knight, making breathtaking charges across the battlefield.
M20" WS3+ BS3+ S8 T8 W20 A4 Ld9 Sv3+
Choose one ranged weapon from the wraithknight entry and one of the melee weapons below:
Fractal Charge: 5+ Invulnerable save against ranged attacks 4+ in melee
Leaping Charge: When moving, advancing or charging, the bright stallion can ignore infantry.

Pulsar lance Range 48” Heavy 4 S9 AP -3 D4
melee S+4 Ap-4 D1D6 when charging roll 3 hit rolls for each attack.

light sabre melee S user Ap -4 D3 re-roll failed to hit and wound rolls and increase Attacks characteristic by +2

The Bright Stallion has a shuriken rack mounted on its shoulders:
shuriken rack range 24” assault 8 S5 AP0 D1

Points cost and Power Level? It feels weird that leaping charge only works against infantry (meaning that ripper swarms and beasts can block it while aggressors can't), but I"m guessing that's just to keep it consistent with the Unstoppable Revenant rule. Would it be reasonable to change it to, "can ignore enemy units other than monsters and vehicles," ?
The +4 strength on the pulsar lance feels oddly specific to me. +1 strength would mean that you wound T8 on 3+ instead of 4+. +2 strength would mean the same and also lets you wound T5 on 2+ instead of 3+. But the only difference between +2 and +4 is that you can also wound T6 on a 2+. Is that intentional, or were you just kind of eyeballing the strength?

Also, being stronger in melee than in shooting is fine but has me curious what you're going for with that decision. "Lance" makes me think of laser and star lances that have the same strength regardless of what phase you're using them in, but you've chosen not to do that here. Getting stronger as you get closer is a thing we see with tau breachers, but not having a gradiation between 48" and 0.5" makes me think that's not what you're going for. Nothing really wrong with what you've got here, but I"m curious as to how you came to those particular stats.

Also also, I kind of worry about the 20" movement. I get that this thing is fast, and it makes sense for it to be that fast compared to a normal WK. But this thing can functionally reach just about anywhere on the table on turn 1. I worry that speed like that on a heavy hitter like this might not be a good fit for the scale of a 40k game. Feels more like something from apoc.

Triple also, I'm curious about the shuriken racks. Its strength differs from other shuriken weapons, yet it seems like it also comes very close to basically being three shuriken cannons. Nothing wrong with that, but I'm curious about your thought process there.


Fire Gale
Wreathed in smoke and ash, the fire gale is fuelled by the rage of its pilot, psychically converting this to a palpable shield of heat and spewing incandescent death at the enemy.
M16" WS3+ BS3+ S7 T8 W20 A5 Ld9 Sv3+
Choose one of the following ranged weapons:
Dragonfire Roar range 18” Assault 4D6 S6 AP-2 D2 auto hit
Bale eye lance Range 36” Assault 3 S8 AP-5 D4 if the target is within half range, double the damage

Choose one of the following melee weapons
Burning Gauntlet (ranged): 18” Assault 2D6 S5 AP-1 D1 auto hit
Burning Gauntlet Sx2 AP-4 D4. For each 6 rolled to wound, the target received an additional mortal wound

Smouldering Axe (ranged): 12” Assault 4 S7 AP-4 D3
Smouldering Axe S+3 AP-3 D3, increase attacks characteristic by +2

Inferno shield 5+ invulnerable save. For each 6+ rolled, the attacking unit receives a mortal wound.

Price? The burning gauntlets' mortal wound rule feels weird to me. You're wounding T7 and less on a 2+. You're denying armor saves to almost everything. You're doing a flat 4 damage per unsaved wound. You're possibly shooting a bale eye lance at your target before swinging the fists. Doing 1 mortal wound here and there doesn't seem like it's likely to matter against big targets, nor does it seem like it turns the gauntlets into melee crowd clearers. Maybe just drop the special rule? Or make it do something more significant and price it accordingly?

S+3 on the axe feels weird for the same reason S+4 felt weird above. I guess it lets you wound T5 on 2+?


Destroyer
The heaviest and most powerful of eldar knights, the destroyer’s four arms are equipped with a variety of different weapons to deal death.
M12" WS3+ BS3+ S9 T8 W28 A5 Ld9 Sv3+
Choose two weapon options from the Wraithknight weapon list above.

In addition, Destroyers have two Destruction gauntlets:
melee Sx2 AP-5 D6 enemy units that suffer casualties from this weapon are immobilised during their next turn and cannot fire on overwatch
range 12” Assault 2D6 S3 AP0 D1

The Destroyer mounts stormstrike launchers on its shoulders:
Shoulder stormstrike launchers range 48” Heavy 2D6 S6 AP-1 D1 any unit damaged by this weapon is at -1 to BS in their next turn.

Distortion field: 5+ invulnerable save against ranged attacks

Price? I have a few questions about the gauntlets:
* Cannot fire overwatch for how long? They wouldn't normally fire overwatch during "their next turn" unless they fell back, which the first part of this rule generally prevents.
* What's the fluff on immobilizing a unit? What makes a destruction gauntlet better at preventing Fall Back than a thunderstrike gauntlet or a reaper chainsword?
* Probably ought to clarify what "immobilized" means. Can my warp spiders use an exarch power to teleport away, for instance?
* Immobilizing a unit that takes casualties seems really rough on something like harlequins that are generally really good at falling back while being less of a big deal for something like termagaunts, and that feels odd to me.
* What does the ranged profile of the gaunltets shoot exactly? The random number of shots makes me thing they'r emeant to be some sort of flamer, but they don't autohit, and the strength doesn't really match any aeldari guns that I can think of other than lasblasters.


I'm kind of iffy on the stormstrike launchers imposing a -1 to hit for the same reasons I was iffy about the scattershield doing it, but it is easier for me to picture a missile barrage disrupting enemy fire for some reason. I'm curious as to your thought process on this statline. It doesn't seem to match any other aeldari tech. Not that there's anything wrong with that.

Overall, nothing really seems unreasonable (except maybe the stallion's speed) provided it's costed correctly. Thanks for sharing!


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in au
Longtime Dakkanaut





Wyldhunt wrote:
Lots of cool stuff here. I always like reading your eldar suggestions. Before I share some thoughts, a disclaimer: Despite being primarily an aeldari player, I've never paid much attention to wraith knights. I don't have a strong grasp of where they currently stand or what their issues are.


They were created during the same edition they released plastic wraithguard, back when a power axe made you strike last in melee for some reason. So the current design is based on a particular rules mechanic that's not around anymore, but has left the unit limited as a result. Basically the invulnerable save replaced a weapon (as a the ghost axe and shield does), but then they released different editions where this stopped happening and now imperial knights just have a built in save, while wraithknights are stuck with a rules paradigm no longer in existence.


Wyldhunt wrote:

Scattershield Range 18" 3D6 S5 AP0 D1 targets that suffer wounds from this weapon suffer -1 to hit during their next turn
The unit’s distortion fields become 4+ against ranged attacks and it gains a 5+ invulnerable save against melee attacks.
The invuln boost is good. The shooting profile feels kind of random to me. You described wanting to treat the shield a bit like a serpent shield, but 10.5 (average) shots that wound a plague marine on a 4+ for 1 damage with no AP seems really underwhelming. Especially for something taking the same slot as one of the big guns. I also don't love the -1 to hit effect if only because we kind of have a lot of that in the craftworlders book as is. Making it only work if the thing you shoot it at gets hit, wounded, and fails a save also means that it's not terribly reliable if used against one of your opponent's more valuable units; (I'm thinking tanks and such).

This is probably too complicated to be a good idea, but if you want to make it more like the serpent shield, maybe try something like...
Scattershield: A unit with a scattershield has a 4+ invulnerable save against ranged attacks and a 5+ invulnerable save against melee attacks. Once per game, this model may permanently lose its invulnerable save to deal X mortal wounds to the nearest enemy unit within 18" and line of sight. X = the number of unmodified saves of 6 the wielder has made during the game.

Being one-use and needing to "charge up" means that it won't overlap with the actual guns for ranged offensive output. Giving up your invuln and doing mortal wounds will make it feel like a more dramatic and impactful weapon. It will also make your opponent reconsider throwing quite so many shots into the wraithknight; they won't want to toss random bolter or assault cannon shots your way if they're more likely to charge up your shield than to do meaningful damage.


I had originally just made it a form of serpent shield, but changed it to make it more of a standard weapon. It's pretty hard to compare it to a heavy wraithcannon pointswise without some kind of ongoing attack. The intention was to make it an equivalent choice to a weapon, with the shield boost as a bonus rather than the sole point of it. The stats were hawks talon inspired, with the blinding light concept.

You could do it like this:

Scattershield: When you activate this unit, you must choose which mode the scattershield is in:

Active mode: Whilst in active mode the scattershield is treated as a ranged weapon with the following profile:
Assault 1d6 24" S8 AP-3 D2 if a unit takes one or more wounds from this attack, it is moved 1D6" directly away from this unit. This may move it out of melee.

Passive mode: whilst in passive mode the scattershield gives the wraithknight a 4+ invulnerable save against shooting attacks and a 5+ against melee.




Wyldhunt wrote:

Infinitely? Or just once? The former would probably be too much given how reliable the shooting of a Guided WK is.

Just once as per the standard rules for this sort of thing. I wanted a concentrated cannon that reinforces itself rather than relying on other versions of the weapon to hit.

Wyldhunt wrote:

Skathach: Upgrade to Skathach Knight with warpshunt generator and spirit Stones for +50pts
Are spirits stones really not an option (or mandatory part of) all wraith knights? Seems weird that they aren't baked into all knights. And if they are only available to the skathatch, what's up with that lore-wise? Huh.


Wraithknights can't take any vehicle equipment according to the codex. I put it on the Skathach because they spend a lot of time in the webway and that's quite draining on the soul, so figured they had previous pilots in the knight alongside their obligatory sibling to keep them sane and focused.

Wyldhunt wrote:

Bright Stallion
Swift and deadly equine knight, making breathtaking charges across the battlefield.
M20" WS3+ BS3+ S8 T8 W20 A4 Ld9 Sv3+
Choose one ranged weapon from the wraithknight entry and one of the melee weapons below:
Fractal Charge: 5+ Invulnerable save against ranged attacks 4+ in melee
Leaping Charge: When moving, advancing or charging, the bright stallion can ignore infantry.

Pulsar lance Range 48” Heavy 4 S9 AP -3 D4
melee S+4 Ap-4 D1D6 when charging roll 3 hit rolls for each attack.

light sabre melee S user Ap -4 D3 re-roll failed to hit and wound rolls and increase Attacks characteristic by +2

The Bright Stallion has a shuriken rack mounted on its shoulders:
shuriken rack range 24” assault 8 S5 AP0 D1

Points cost and Power Level? It feels weird that leaping charge only works against infantry (meaning that ripper swarms and beasts can block it while aggressors can't), but I"m guessing that's just to keep it consistent with the Unstoppable Revenant rule. Would it be reasonable to change it to, "can ignore enemy units other than monsters and vehicles," ?
The +4 strength on the pulsar lance feels oddly specific to me. +1 strength would mean that you wound T8 on 3+ instead of 4+. +2 strength would mean the same and also lets you wound T5 on 2+ instead of 3+. But the only difference between +2 and +4 is that you can also wound T6 on a 2+. Is that intentional, or were you just kind of eyeballing the strength?

Also, being stronger in melee than in shooting is fine but has me curious what you're going for with that decision. "Lance" makes me think of laser and star lances that have the same strength regardless of what phase you're using them in, but you've chosen not to do that here. Getting stronger as you get closer is a thing we see with tau breachers, but not having a gradiation between 48" and 0.5" makes me think that's not what you're going for. Nothing really wrong with what you've got here, but I"m curious as to how you came to those particular stats.

Also also, I kind of worry about the 20" movement. I get that this thing is fast, and it makes sense for it to be that fast compared to a normal WK. But this thing can functionally reach just about anywhere on the table on turn 1. I worry that speed like that on a heavy hitter like this might not be a good fit for the scale of a 40k game. Feels more like something from apoc.

Triple also, I'm curious about the shuriken racks. Its strength differs from other shuriken weapons, yet it seems like it also comes very close to basically being three shuriken cannons. Nothing wrong with that, but I'm curious about your thought process there.


I tend to ignore points until I'm happy with the unit's rules. All points values (regardless of unit) should be balanced against their rules and synergy within the army, so shouldn't punish or reward. Thus imo it doens't really matter what the points are as they should reflect the unit accurately. Ball park though, 28-32 power level.

The concept was like a laser lance, but a titanic pulse laser sized one. At that scale, the gun has a damage capacity, but the wielder is also huge, so the combined power produces a destructive force more than the sum of parts. The unit is so large and heavy that when it charges through a target, it hits multiple models and the impact as well as energy discharge is high. S12 was deliberate as it's not an anti tank unit. It's basically an upgraded Stomp attack - laser hooves ...

The movement is less than a revenant titan (which is 32", before you add its jump pack). It could instead get a longer charge distance (12"+1D6" for example) to represent its speed into melee. My intent was to make it the fastest titanic unit that's not a revenant.

The shuriken racks represent a few things - my belief that it shouldn't just be the imperium that gets a wide variety of weapons, that I wanted a high rate of fire at fairly close range, that i was seeing these as kind of 'sawn off' shuriken cannons. They would have the 6s -3 AP rule as well. I've always found it weird that the cannon jumps strength value and that there's nothing between the two (I also find it weird that they don't make any giant shuriken weapons, the cannon is the largest one). IMO they should make guardian catapults 24", and make avenger catapults S5. but that's another story.


Wyldhunt wrote:

Fire Gale
Wreathed in smoke and ash, the fire gale is fuelled by the rage of its pilot, psychically converting this to a palpable shield of heat and spewing incandescent death at the enemy.
M16" WS3+ BS3+ S7 T8 W20 A5 Ld9 Sv3+
Choose one of the following ranged weapons:
Dragonfire Roar range 18” Assault 4D6 S6 AP-2 D2 auto hit
Bale eye lance Range 36” Assault 3 S8 AP-5 D4 if the target is within half range, double the damage

Choose one of the following melee weapons
Burning Gauntlet (ranged): 18” Assault 2D6 S5 AP-1 D1 auto hit
Burning Gauntlet Sx2 AP-4 D4. For each 6 rolled to wound, the target received an additional mortal wound

Smouldering Axe (ranged): 12” Assault 4 S7 AP-4 D3
Smouldering Axe S+3 AP-3 D3, increase attacks characteristic by +2

Inferno shield 5+ invulnerable save. For each 6+ rolled, the attacking unit receives a mortal wound.

Price? The burning gauntlets' mortal wound rule feels weird to me. You're wounding T7 and less on a 2+. You're denying armor saves to almost everything. You're doing a flat 4 damage per unsaved wound. You're possibly shooting a bale eye lance at your target before swinging the fists. Doing 1 mortal wound here and there doesn't seem like it's likely to matter against big targets, nor does it seem like it turns the gauntlets into melee crowd clearers. Maybe just drop the special rule? Or make it do something more significant and price it accordingly?

S+3 on the axe feels weird for the same reason S+4 felt weird above. I guess it lets you wound T5 on 2+?


Burning gauntlets was the idea that it can grab something and it combusts due to the heat, so as it's crushed more damage is done. Could be additional 1d3 mortal wounds. I'd expect the Avatar to have something like this as well.

Axe is to give it S10.


Wyldhunt wrote:

Destroyer
The heaviest and most powerful of eldar knights, the destroyer’s four arms are equipped with a variety of different weapons to deal death.
M12" WS3+ BS3+ S9 T8 W28 A5 Ld9 Sv3+
Choose two weapon options from the Wraithknight weapon list above.

In addition, Destroyers have two Destruction gauntlets:
melee Sx2 AP-5 D6 enemy units that suffer casualties from this weapon are immobilised during their next turn and cannot fire on overwatch
range 12” Assault 2D6 S3 AP0 D1

The Destroyer mounts stormstrike launchers on its shoulders:
Shoulder stormstrike launchers range 48” Heavy 2D6 S6 AP-1 D1 any unit damaged by this weapon is at -1 to BS in their next turn.

Distortion field: 5+ invulnerable save against ranged attacks

I have a few questions about the gauntlets:
* Cannot fire overwatch for how long? They wouldn't normally fire overwatch during "their next turn" unless they fell back, which the first part of this rule generally prevents.
* What's the fluff on immobilizing a unit? What makes a destruction gauntlet better at preventing Fall Back than a thunderstrike gauntlet or a reaper chainsword?
* Probably ought to clarify what "immobilized" means. Can my warp spiders use an exarch power to teleport away, for instance?
* Immobilizing a unit that takes casualties seems really rough on something like harlequins that are generally really good at falling back while being less of a big deal for something like termagaunts, and that feels odd to me.
* What does the ranged profile of the gaunltets shoot exactly? The random number of shots makes me thing they'r emeant to be some sort of flamer, but they don't autohit, and the strength doesn't really match any aeldari guns that I can think of other than lasblasters.


I'm kind of iffy on the stormstrike launchers imposing a -1 to hit for the same reasons I was iffy about the scattershield doing it, but it is easier for me to picture a missile barrage disrupting enemy fire for some reason. I'm curious as to your thought process on this statline. It doesn't seem to match any other aeldari tech. Not that there's anything wrong with that.

Overall, nothing really seems unreasonable (except maybe the stallion's speed) provided it's costed correctly. Thanks for sharing!


Could remove the overwatch comment. These knights have 4 arms (kind of the inverse of a stallion) so have a pair of gauntlets. The idea being they hulk smash and create an effect that one by itself wouldn't do, hence why they do it when a thunderstrike doesn't. The immobilised thing means they've been thrown to the ground by the impact. I would clarify that they can't move in the movement phase or perform a charge during their next turn. I would also clarify that this doesn't work on Titanic units.

The ranged profile is a not to classic epic eldar - when the titan power fists had lasers built into them. This is basically lasblaster knuckle dusters.

The storm strikes I envisage firing sonic charges, keeping in the 'earthquake' theme of the gauntlets. The unit struck is literally thrown to the ground by intense sonic waves.

This message was edited 3 times. Last update was at 2021/01/11 22:48:39


   
 
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