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		<title><![CDATA[Latest posts for the thread "Dark Eldar Overhaul (+ artifacts!)"]]></title>
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				<title>Dark Eldar Overhaul (+ artifacts!)</title>
				<description><![CDATA[ <u><br /> General Rules<br /> </u><br /> <b>Splinter Weaponry</b>: Unless  noted  otherwise, weapons with the Splinter rule count as S3 and  have the  poisoned (4+) rule<br /> <br /> <u>Warlord Table</u><br /> <br /> 1- <b>Bringers of Darkness</b>: 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.<br /> 2-<b> Toxic Menagerie</b>: 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+.<br /> 3- <b>King  of Slavers</b>: Any  Independent Characters slain by the Warlord  in a challenge are worth +1VP<br /> 4-<b> Surgical Strike</b>: 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.<br /> 5- <b>Wealth of Agony</b>: 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.<br /> 6- <b>Webway Ghosts</b>: 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.<br /> <br /> <u>Specific Changes</u><br /> <br /> -<b>Wyches/Bloodbrides</b>: Dodge- The  unnatural agility wyches display in battle confer a 5+ invulnerable save. This  is  improved to  a  4+ in close combat. <br /> <br /> -<b>Raider</b>: 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.<br /> <br /> -<b>Incubi</b>: 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.<br /> <br /> -<b>Mandrakes</b>: 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. <span class="glossaryitem" onmouseover='gp(19);'>CC</span> attacks that hit  on a 6 are considered to be AP3. <br /> <br /> Nightfiend: Mandrake  units with a Nightfiend possess the  Acute Senses rule. <br /> <br /> -<b>Wracks</b>: Wrack units can select one Liquefier for each 4 models in the  unit. They also have the Stubborn special rule. <br /> <br /> -<b>Hellions</b>: Hellions  posses the Jink special rule. <br /> <br /> -<b>Scourges</b>: Scourges  posses the Move Through Cover special rule. <br /> <br /> -<b>Talos Pain Engine, Cronos Parasite Engin</b>e: Gain the Fleet special rule.<br /> <br /> -<b>Razorwing Fighter, Voidraven Bomber</b>: Gain the Vector Dancer rule.<br /> <u><br /> Vehicle Upgrades</u><br /> <br /> -<u>Kinetic Matrix</u> (10): Raiders and Venoms  equipped with  a matrix  improve their Jink saves by one (4+ after  moving, 3+ when moving flat-out).<br /> <br /> <u>Wargear:<br /> </u><br /> -<u>Splinter Cannon</u>: Salvo 3/6<br /> <br /> -<u>Shredder</u> (15):  Range 18", Salvo 1/2. S6/AP4, Blast, Ignores Cover.<br /> <br /> -<b>Phantasm Grenade Launcher</b>: Cost changed to 15 points.<br /> <br /> <u>Special Characters:</u><br /> <br /> -<b>Lelith Hesperax</b><br /> 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. <br /> <br /> -<b>Kheradruakh, The Decapitator</b> (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.<br /> <br /> -<b>Lady Malys</b>: Malys  is considered to be a  Psyker with a  <span class="glossaryitem" onmouseover='gp(328);'>ML</span>  of 2. She can choose any one  power in the Divination list, but can only  use  it  once  per game. <br /> <br /> -<b>Succubus</b>: 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.<br /> <br /> -<b>Asdrubael Vect</b>: <br /> Dais of Destruction: Cost  is  changed to 170 points. The Dais can purchase upgrades from the vehicle wargear list normally. <br /> <br /> -<b>Court  of the Achon</b><br /> 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.<br /> <br /> <u><br /> Artifacts of Decadence</u><br /> <b><br /> Vexator Mask </b>(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 <span class="glossaryitem" onmouseover='gp(2);'>3d6</span>  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)<br /> <b><br /> Crucible  of Malediction</b> (30): Upon activation, the  user of this  artifact rolls a <span class="glossaryitem" onmouseover='gp(24);'>d6</span> 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 <span class="glossaryitem" onmouseover='gp(24);'>d6</span> 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.  <br /> <br /> <b>Everknit Serum </b>(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)<br /> <br /> <b>The Cruelest  Cut </b>(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.<br /> S: As user. <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4, poisoned 3+, Rending, Diminish.<br /> 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)<br /> <br /> <b>Song of Adrenaline</b>(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 <span class="glossaryitem" onmouseover='gp(24);'>d6</span>+2 S6 hits  instead  of the normal amount  for cluster caltrops.  (Succubus only)<br /> <b><br /> Scales  of the Pariah</b> (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)<br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 10 Apr 2014 01:21:56]]> GMT</pubDate>
				<author><![CDATA[ Sephyr]]></author>
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				<title>Re:Dark Eldar Overhaul</title>
				<description><![CDATA[ Do you have any ideas for relic wargear?]]></description>
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				<pubDate><![CDATA[Thu, 10 Apr 2014 05:08:23]]> GMT</pubDate>
				<author><![CDATA[ Kain]]></author>
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				<title>Dark Eldar Overhaul</title>
				<description><![CDATA[ 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.]]></description>
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				<pubDate><![CDATA[Thu, 10 Apr 2014 05:42:19]]> GMT</pubDate>
				<author><![CDATA[ AnomanderRake]]></author>
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				<title>Re:Dark Eldar Overhaul</title>
				<description><![CDATA[ Would giving vect AP2 but upping his cost be out of order?   <br /> <br /> Seems odd that any random Incubus can have AP2 at initiative but not him.]]></description>
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				<pubDate><![CDATA[Thu, 10 Apr 2014 06:10:51]]> GMT</pubDate>
				<author><![CDATA[ Kain]]></author>
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				<title>Re:Dark Eldar Overhaul</title>
				<description><![CDATA[ I really like this update - it just gives the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> 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 <span class="glossaryitem" onmouseover='gp(50);'>GW</span> 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 <span class="glossaryitem" onmouseover='gp(27);'>DE</span> home-brews from you.<br /> Heirophant]]></description>
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				<pubDate><![CDATA[Thu, 10 Apr 2014 07:01:56]]> GMT</pubDate>
				<author><![CDATA[ Heirophant101]]></author>
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				<title>Dark Eldar Overhaul</title>
				<description><![CDATA[ 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.<br /> <br /> 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?<br /> <br /> I will be interested to see what else you come up with, especially for relics. I would be disappointed if <span class="glossaryitem" onmouseover='gp(50);'>GW</span> reduce all the haemonculi wargear options by turning them into relics (as each army normally has only 6 max).]]></description>
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				<pubDate><![CDATA[Thu, 10 Apr 2014 11:11:24]]> GMT</pubDate>
				<author><![CDATA[ rohansoldier]]></author>
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				<title>Dark Eldar Overhaul</title>
				<description><![CDATA[ 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, <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>. 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. <br /> <br /> 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. <br /> <br /> 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. <br /> <br /> Vect  is another hard case. It feels that any tweak  I can give him would  make him truly <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, 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.<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(67);'>IC</span>, and  it is WAY worse than a regular wave serpent. ]]></description>
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				<pubDate><![CDATA[Thu, 10 Apr 2014 14:04:21]]> GMT</pubDate>
				<author><![CDATA[ Sephyr]]></author>
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				<title>Re:Dark Eldar Overhaul</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c8e975de6f54a6f877b6a59780071a92.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/589070/6710419.page"><b>Kain wrote:</b></a><br/>Would giving vect AP2 but upping his cost be out of order?   <br /> <br /> Seems odd that any random Incubus can have AP2 at initiative but not him.</div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'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.]]></description>
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				<pubDate><![CDATA[Thu, 10 Apr 2014 16:53:51]]> GMT</pubDate>
				<author><![CDATA[ AnomanderRake]]></author>
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				<title>Dark Eldar Overhaul</title>
				<description><![CDATA[ Klave and demiklaives got errata'd to be AP2]]></description>
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				<pubDate><![CDATA[Thu, 10 Apr 2014 17:06:28]]> GMT</pubDate>
				<author><![CDATA[ Mythantor]]></author>
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				<title>Dark Eldar Overhaul</title>
				<description><![CDATA[ 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]]></description>
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				<pubDate><![CDATA[Thu, 10 Apr 2014 17:14:33]]> GMT</pubDate>
				<author><![CDATA[ cammy]]></author>
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				<title>Dark Eldar Overhaul</title>
				<description><![CDATA[ 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. <br /> <br /> The <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> 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!]]></description>
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				<pubDate><![CDATA[Thu, 10 Apr 2014 17:35:00]]> GMT</pubDate>
				<author><![CDATA[ Sephyr]]></author>
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				<title>Re:Dark Eldar Overhaul</title>
				<description><![CDATA[ Though I'm making my own Dark Eldar fandex, I'll throw ya the idea I had for Dodge.<br /> <br /> 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.<br /> <br /> Hope this gives you some ideas or inspiration. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 10 Apr 2014 20:01:08]]> GMT</pubDate>
				<author><![CDATA[ Marik Law]]></author>
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				<title>Re:Dark Eldar Overhaul</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/4b89da1dc58d877a2f149525d9aa07ee.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/589070/6712284.page"><b>AnomanderRake wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c8e975de6f54a6f877b6a59780071a92.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/589070/6710419.page"><b>Kain wrote:</b></a><br/>Would giving vect AP2 but upping his cost be out of order?   <br /> <br /> Seems odd that any random Incubus can have AP2 at initiative but not him.</div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'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.</div></blockquote><br /> Demiklaives, Drazhar, Huskblades, and Lelith were all errat'd to AP2 at initiative I believe.  <br /> <br /> The Dark Eldar have quite a lot of <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> killing at initiative in assault (in fact, probably the most) to the point that I think that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> wants AP2 at initiative without having to fiddle with rending for non-monstrous creatures to be mostly a Dark Eldar thing.  <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 14 Apr 2014 07:37:56]]> GMT</pubDate>
				<author><![CDATA[ Kain]]></author>
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