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New Dark Eldar Rules

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New Dark Eldar Rules

Post  IASGATG on 2010-10-06, 15:00

Army-wide special rules:
Night Vision - Acute Senses USR

Strength Through Pain – Most standard Dark Eldar Infantry units will have this rule, although some of the more out there ones will not. The unit (and only the unit) gains an upgrade every time it wipes out an enemy unit (3 max). 1st Feel No Pain, 2nd Furious Charge, 3rd Fearless.

If an IC or IC's join a unit then their cumulative pain points are added together and they gain the benefit of all of them combined. Should the IC leave the unit, the pain points must be distributed as evenly as possible with any remainder being left to the owning player's discretion. If multiple enemy units are destroyed in a combat against multiple DE units, then all the pain points are randomly assigned to the victorious DE side, they don't EACH get a point for every unit destroyed by the combat's results.

Combat Drugs - Succubus (no drugs for Lelith), Wyches, Reavers, Hellions, option for Archons
Roll once. All units with the Combat Drugs rule get the same benefit. One result confers a free pain point.
Results are:
3D6 pick the highest Run moves
+1 S
+1 WS
+1 A
reroll to wound rolls in close combat
+1 free Pain Token

12" Assault and "always attacker" results are gone.

Weapons:

Dark Lance: S8 AP 2 Heavy 1, Lance (even for Scourges)

Splinter Rifle 24" SX, AP5, Rapid Fire, Poisoned.

Shard Carbine 18" SX, AP5, Assault 3, Poisoned.

Splinter Cannon 36" SX, AP5, Assault 4, or Heavy 6 Poisoned.

Splinter Pods - 18" S X AP5 Assault 2, Poisoned

Blaster - 18” S 8 AP2 Assault 1, Lance

Disintegrator – S5 AP2 Heavy 3

Shredder - still in

Heat Lances - 18" S6 AP1 Lance, Melta

Wargear:

Webway Portal:
archons, haemonculi only
dropped in shooting phase, dropping the portal counts as shooting and the person who drops it CANNOT be in a vehicle when he drops it. It then acts like a board edge that you can bring reserves on. The WWP is indestructible and impassable once it's down...and in a change, cannot be used to bring on vehicles. Also, if you have a WWP you can always put things in reserves even if the mission doesn't allow. Outflanking and deepstriking reserves can use the portal.

Agonizer: power weapon, no poison rule, but wounds always on 4+

Djinn blade: is not a weapon, but gives 2 additional power weapon attacks, rolled separately, on doubles hits wielder instead

Plasma Grenades: wyches have acces to them, warrior can buy them

Orgasm Grenade Launcher: [Ed- Possible freudian slip??] whole unit has offensive and defensive grenades

Soultrap: If bearer kills an enemy MC or SC in close combat he doubles his Strength to 6. If he kills another one, he doubles his Strength to 10.

Clone Field: is a wargear item which allows the bearer to nullify D3 attacks directed at him each turn; the specific attacks are chosen by the bearer. Mutually exclusive with shadow field

Shadow Field: same as before

Huskblade: Power weapon that causes Instant Death.

Drug Dispenser: access to combat drugs

Hexfire Rifle - Sniper Rifle, wounded model takes a wounds test or is removed from play (yes this does circumvent EW)

Blast Pistol - 6" range Blaster, counts as CCW.

Mindphase Gauntlet: any IC or MC HIT (not neccessarily wounded) by this weapon must take BOTH a Strength and a Leadership test for EACH hit. If ANY of these tests is failed, that IC or MC may not attack this assault phase. NO power weapon,

Special Characters:
There are 8 special characters, all are HQ choices:

Asdrubal Vect
Can be taken mounted or on foot. It has been said his throne fits nicely in the spot where the sail goes on the new Raider kit. This implies no new model. Personally, I think the new kit would look a little silly without the sail.
Seizes the initiative on a 4+
has preferred enemy against all unit types and re-rolls to wound against all Eldar models (including Dark Eldar)
Armed with Obsidian Orb: S10 AP3 Assault 1 Blast Weapon that rolls against the target's Ld stat rather than their T. Any unsaved wound caused heals Vect up to his starting number of wounds.
Dais: optional, 200 albes, 13/13/13 raider, transport 10, 3 dark lances
vect and 9 other passangers MUST be deployed in the dais at the start of the game

Duke Sliscus
A corsair captain described as a nasty counterpart to Yriel.
Gives you 2 rolls on the combat drugs chart, picking the result you want.
2+ poison weapons, if he rolls a 5+ to wound, they also ignore armour. A single unit of either warriors or kabalite trueborn have their poison weapons upgraded to 3+.

Drazhar
Apparently there's a strong indication that Drazhar is actually Arhra.
7/7/4/4/3/7/4/10/2+
Armed with Demiklaives
Special Rules:
Eternal Warrior, Fleet, Night Vision, Power from Pain
- Can move to a different spot in the same combat as long as he stays in base to base contact with enemy models and in unit coherency.
- Gets instant bonus attack for ever 6 on a saving throw.
- Makes a Incubi unit he joines Fearless.
- Has both Klavex powers.

Lelith Hesperax
9/7/3/3/3/8/4/9/6+
No poison, no drugs, but ignores armour.
3++ in CC and 4++ against shooting
Is equipped with impaler and shardnet. There are two wargear sets for the model but this is only a cosmetic option. There is no rule for another weapon loadout.
Special Rules:
Recieves a bonus attack for every point her WS is above the highest opponent's WS in base contact with her

Lady Malys
4+ invulnerable save
Completely immune to psychic powers and passes this ability onto any unit she joins. Equipped with better Djinn blade
allows the owning player to redeploy D3 units after deployment...including placing these units back into reserve

Urien Rakarth
Gives out D3 Pain Tokens at the start of the game, which must go to Wrack or Grotesque units
Regains 1 wound at the start of each DE Turn
T5
Urien’s Ichor Gauntlet wounds enemies on a 3+ and inflicts instant death.
Liquifier Gun (new name for the destructor)
Can upgrade Grotesques to S6 for 5 albes each
Wracks become Troops

The Decapitator
no IC, always starts in reserve regardless of mission, deepstrike anywhere on the table without scattering, can not assault in this round
T3, 5+ invulnerable

Baron Sathonyx
Hellion character on skyboard
lower than archons stats in almost all respects, pretty cheap however
has a special skyboard that gives him +2 str on the charge (so +3 with his hellglaive) but no power weapon
making pulling enemy IC's out of units virtually guarenteed. He also shields the unit from fire very effectively if there's decent cover around
no combat drugs either
makes hellions troops, +1 on deployment roll

HQ
Archon
WS/BS: 7 S/T/W: 3 I: 7 A: 4 Ld: 10 Save: 5+
no skyboard or jetbike
Can have a Blaster, or Blaster Pistol.

Court of the Archon
Inquisitor style retinue for the Archon. Different (alien) members offer different bonuses.
1-2 Medusae- ranged eye laser style weapon (the background for these are pretty cool; they're basically brains-on-stalks that possess hosts for them to leech off their emotions): Flame S D6+1 AP D6 Assault 1
1-5 Ur-Ghuls- WS5 S5 T5 W 3 I5 A3, furious charge, feel no pain
1-2 Lhameans- Dark Eldar poison masters, poisoned weapons of the Lhamean and Archon wound on 2+
1-3 Sslyths- 2 wound snake-like mercenaries armed with shardcarbine, splinter pistol and cc weapon (they have 4 arms). also have FnP

Succubus
WS/BS: 8/6 S/T/W: 3 I: 8 A: 4 Ld: 9 Save: 6+
Wargear is minimal, mainly wych weapons and other combat gear, nothing too special. comes with combat drugs as standard, option for Agonizer, no skyboard or jetbike

Haemonculus
1-3 haemonculi per slot, and 1 of them can be an Ancient.
Haemonculus: 4/4/3/4/2/4/2/8/6+
Ancient Haemonculus: 5/5/3/4/3/4or5/3/9/6+
Comes with a free Pain Token (and therefore Feel No Pain)
If there is at least one H. in the army, Wracks are Troops
no way to improve armour, no shadow field
Wargear for Ancient:
- Huskblade
- Archangel of Pain: One causes all enemies within 3d6" to make a LD test. If they fail, their WS and I is 1 for the rest of the turn.
- One is a single shot weapon that 12" Strength d6 AP d6, Assault 2d6.
- A rifle that is 36" sX ap 4, assault 1, sniper. If a model suffers a wound from this, it rolls a characteristic test against its wounds. If it fails, it is removed from play.
- Crucible of Malediction: all psykers within 3d6 take a ld test or get removed from play , one use
- Liquifier: Flame Str 4 Ap D6

Elites
Harlequins
Identical to the Codex: Eldar entry
There is no, repeat NO Solitaire and NO dedicated transport.

Mandrakes
5-10 Mandrakes
4/4/4/3/1/5/2/?/5++
single ccw, 5+ invulnerable
Whenever a unit with this rule has at least one pain token, each model has the following shooting attack: 18” S4 AP4 Assault 2, Pinning
Special Rules: Stealth, Move Through Cover, Night Vision, Fleet, Infiltrate, Power Through Pain

Incubi
5/4/3/3/1/5/2/9/3+
3-10 squad size. Incubus, Klavex
Armed with Incubus warsuit (3+ sv) and Klaives (Power Weapons with +1S), NO plasma grenades, no Tormentor anymore
Special Rules: Fleet, Night Vision and Power from Pain.
Klavex is a squad leader with WS5, A3 who can take:
Demiklaves: 2 smaller blades that either give him +2 attacks or +2S (both are Power Weapons).
Bloodstone: Flame S3 AP 3
Klavex can buy the follwoing Exarch powers:
Onslaught: If a Klavex is in the unit, wound roll of 6 by Klavex or Incubus allows for bonus attacks, these cannot produce more attacks.
Murderious Assault: Klavex points at an IC and gains Preferred Enemy against that IC, can be done every assault phase

Grotesques
4/1/5/5/3/?/3/3/6+
One Grotesque can be upgraded to a aberration. Can take a few special close combat weapons, but no power weapon.
One Grotesque can take a ranged weapon, although BS 1.
Special Rules:
free pain token, aka Feel No Pain, no fleet
If there is no IC in the unit, roll aD6. One a 1, unit is removed from play and every unit in 2D6” gets 2D6 S5 AP- hits
Option for Raider. Takes up two transport slots.

Wracks
Human-sized Homunculus constructs
two poisoned (4+) blades
S3 T4, no fleet
One wrack can be upgraded to a champion. Can take a few special close combat weapons including an agonizer.
1 in 5 wracks can take liquifier
Special Rules:
free pain token, aka Feel No Pain
Option for Raider and Venom.

Kabalite Trueborn
3-10
elite warriors, LD9 and 2A
Armed with Splinter Rifle and Kabalite Armour. Dracon upgrade. Dracon has 3 attacks.
Can swap rifle with splinter pistol and ccw for free or splinter carbine for 5 albes each. Can take plasma grenades for 1 albes each.
Special Rules: Fleet, Night Vision and Power From Pain.
Options to take 4 special weapons and 2 heavy weapons.

Hekatrix Bloodbrides
elite wyches, LD9 and 2A
Syren squad champion with A3
Every third wych can take a special wych weapon.

Troops
Kabalite Warriors
5-20
Stats are the same. Armed with Splinter Rifle and Kabalite Armour. Sybarite upgrade.
Warriors get 1 Dark Lance (25 albes) or Splinter Cannon per 10 models.
Can only take 1 shredder or blaster regardless of squad size.
no plasma grenades
Sybarite can take: grenade launcher for 20 albes, ghostplate armour (4+/6++), venom blade, a power weapon, or an agonizer
Special Rules: Fleet, Night Vision and Power From Pain.

Wyches
5-20
4/4/3/3/1/6/1/8/10/6+
Stats are around the same.
Armed with: Close combat weapon, combat drugs, plasma grenades, splinter pistol, wychsuit.
Hekatrix (squad champion, A2) still have the option for the Agoniser. Wych weapons are one per 5 models.
Special Rules: Fleet, Night Vision, Power from Pain, Combat Drugs.
Dodge (4+): Wyches have 4+ Inv save in CC
Wych weapons
- Shardnet and Impaler: Counts as 2CCW, every enemy model in base contact loses 1 attack to a min of 1
- Hydra gauntlets: Count as 2CCW and grants +D6 attacks instead of the +1 for 2 ccw
- Razorflails: Count as 2CCW, reroll to hit and wound.

Fast Attack
Reaver Jetbikes
3-10
T4, 5+ save, can Turbo-boost 36", Move through Cover
Reavers and Arena Champion
Armed with Wychsuit, splinter pistol, close combat weapon, combat drugs
Reaver Jetbike: +1T and 5+save, built in Splinter Rifle and 36" Turbo Boost
One out of 3 can replace Splinter Rifle with Heat Lance or Blaster.
Bladevanes: Draw a line from the starting point and the ending point of the movement. Select a single unengaged, non-vehicle unit under this line. Each bike does D3 S4 AP- hits. Cover Saves allowed.
One out of three Jetbikes can replace Bladevanes with:
Grav-Talon: 10 albes, as Bladevanes but does D3 S4 AP-, if target suffers 1 or more unsaved wounds it must immediately take a pinning test.
Cluster caltrops:20 albes, Additional to Bladevanes D6 S6 AP- hits
Special Rules: Night Vision, Power from Pain, Skilled Riders, Combat Drugs
There is no way to take these guys as Troops.

Hellions
5-20
Jump Troops, hit and run, Fleet, combat drugs, no plasma grenades
hellglaives give +1A and +1S
Skyboards have a 18” SX AP4 assault 2, Poison shooting attack
Champion can take a special type of skyboard which can pull an IC out of its unit when using Hit and Run. This leaves him engages in Close Combat with the IC though.
can take grenade launcher for 20 albes

Beast Masters
1-5 beastmasters per unit, ride skyboards, count as Beasts though
one beastmaster can take combat weapons like agonizers, no combat drugs
each beastmaster can only have ONE type of beast.
0-5 kymerae per beastmaster, 0-1 clawed fiend per beastmaster, 0-2 Vodwing Flock per beastmaster

Khymera - The old Warp Beast, 4/4/4/3/1/4/3/?/4++
Vodwing Flock - W5, A5, Rending
Clawed Fiend - 4 wounds and 4 attacks, the fiend also gains an attack for every wound it suffers

Scourges
3-10
4+/6++ Ghostplate armour, armed with with Shard Carbines and Jump Pack (no jetpack)
Weapon options:
2 out of 5 can take:
heat lances, dark lances, splinter cannons,
Haywire Grenade Launchers: 24” S4 AP4 Assault1, against vehicles roll an additional D6: suffers a glancing hit on 2-5 and a penetrating hit on 6

Special Rules:
Deep Strike

Heavy Support
Ravager
Fast, skimmer, open-topped, AV 11 11 10
Armed with 3 Dark Lances as standard, can upgrade to diintegrators for free
Can fire all weapons after moving 12" and after Deep Striking

Talos
5/3/7/7/3/4or5/D6/10/3+
Nightvision, Power from Pain, Monstrous Creature, Move through Cover
twin linked splinter cannon, can be upgraded to twin-linked liquifier, twin-linked heat lance and more
can take additional ccw for 15 albes
can make attacks Instant death for 5 albes OR
can roll 2D6 for number of attacks and pick the highes for 10 albes

Cronos
Weaker but cheaper Talos.
3/3/5/7/3/4or5/2/3+
Nightvision, Power from Pain, Monstrous Creature, Move through Cover
When the Cronos kills a model in cc, an unit in 12" gets a Pain Token. Can take ranged weapons, that also gives a Pain Token upon wounding:
Weapon 1: Flame S4 DS 3 Assault
Weapon 2: 18" S3 DS3 Assault Blast 5"

Razorwing Fighter
AV 10, 10, 10
Fast, Skimmer, Supersonic: 36” Flatout
Can fire all weapons after moving 12" and after Deep Striking
TL splinter cannon, 2 dark lances, 4 monoscythe missiles (48" S6 AP5 assault 1, large blast, one use only)
can be upgraded to:
Necrotoxin Missile: 48" 48" SX AP5 Blast 5", Poison 2+, Pinning, one use only
Soulstealing Missile: 48” S7 AP- Large Blast, reroll to wound, one use only

Voidraven Bomber
AV 11, 11, 10
Fast, Skimmer,Supersonic: 36” Flatout
Can fire all weapons after moving 12" and after Deep Striking
Armed with two Voidlances: S9 AP2 Dark Lances and a Void mine: S9 AP2 Lance, 5” Blast, Bomb dropped along its flight path, scatters D6".
can take up to four missiles:
Monoscythe Missiles: 48" S6 AP5 assault 1, large blast, one use only
Implosion Missile: 48”, small blast, W-test (take the W at the start of the game) or removed from play, invulnerable and cover saves allowed, one use only (30 albes a pop)
Necrotoxin Missile: 48" SX AP5 Blast 5", Poison 2+, Pinning, one use only
Soulstealing Missile: 48” S7 AP- Large Blast, reroll to wound, one use only

Transports
Raider
transport 10
Fast, skimmer, open-topped AV 10 10 10
Has upgrades for a 5+ invulnerable (not cover) save and another that gives an extra 2D6" movement.

Upgrades
3 expensive upgrades:
- Nightshield: hasnt changed
- Retrofire Jets: allows deepstrike, fire all weapons after deepstrike, you cant disembark from a DSing vehicle though
- Clonefield: confers 5+ invulnerable save

7 cheap upgrades:
- if the raider moves over a unit it gets D3+1 hits with S4
- 2D6" extra movement
- enemy unit in 6" get -1 on thei Ld, must take a Ld if they try to assault the vehicle
- friendly units in 12" can reroll their moraletest
- raider can tankshot, if it rams it gets +D3 on its front armour
- for every 1 on a close combat to hit roll against the vehicle the unit gets a S4 hit
- splinter rifles and pistols (but no cannons) can reroll failed to hit rolls when shooting from the raider

Venom
4/10/10/10, fast, skimmer
Transport capacity 5 or 6 (codex contradicts itself), clonefield
Armed with Twin Linked Splinter Rifles and can upgrade to a Splinter Cannon
Despite the name, this is not a Harlequin dedicated transport. Every unit with access to the raider can also take a venom, except Groteques


Last edited by IASGATG on 2010-10-08, 20:22; edited 1 time in total
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Re: New Dark Eldar Rules

Post  Johnny KTOU on 2010-10-06, 20:24

Sounds all great rules for DE. But I don't wanna say anything yet, DE are still VERY SQUISHY ! T3, Sv6+ or 5+ an dyou don't know how many points they cost yet !

Best example from IG: yeah I've got lots of units of conscripts that can be removed at will and come back in play whever I lose or remove them !!!! Yeah forgot to say I have to buy a 50 points upgrade for the character that does it and another 50 points for EACH squad of conscripts...

Don't wanna spoil it, I'm really waiting for them (heard about Dark Lance being Lance AND Melta !!!); but you can't really say nerf or buff until the prices come out.
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Re: New Dark Eldar Rules

Post  IASGATG on 2010-10-08, 20:22

Updated.
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Re: New Dark Eldar Rules

Post  Johnny KTOU on 2010-10-09, 04:03

They do look a lot better now, much more developpement in the fluff and rulewise. You seen the second wave minis also ?
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Re: New Dark Eldar Rules

Post  Paul on 2010-10-10, 08:19

Orgasm grenade Launchers?!?! The only army you WANT to shoot at you....

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