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Post by Archon Bor'khor on Apr 27, 2005 21:50:44 GMT
Hello all, and welcome to my post. I am a newb here...dont know if anybody still uses that word...anyways. me name's Kilen, no, not pronounced killen ;D, and Im 16. I've played Dark Eldar since I was 11 years old and i've loved this game like apart of me. Over the years my painting and modelling became better...needless to say i was a bit too young for it and ended up having many of our kindred chewed up by the family dogs and me unfortunately losing some over time and the regrettable spill i had where i crushed most of them with a giant fall ( I weigh 150...dont be surprised).
I am taking this opportunity to re-build my army due to aquiring a new job, and this time I am creating an army list of sorts and a very bizarre back ground to their history...I do not have time however at the present moment tp type out all the fluff...as I am currently grounded ([censored] teacher) and will have to wait until my mum goes to toronto this weekend.
However, I will provide you qith the following points:
-Kabals of commorragh took Abaddons most recent crusade as an opportunity to aquire slaves. - Kabal of the Twilight's Eye went the opposite way towards the Tau galaxy. -Found new technology with which they combined with their own. -Better Armour (in a sense). -Better Weapons (in a sense). -No Wyches. -'Mercenary' section of codex. -Females are more respected than males (males inferior) -Males used as front line troops -females receive better training -Special Characters (a few will be included). -same wargear (with a few changes) -"the spire" is a large craftworld made dark eldar style, (spikey towers and bathed in crimson half light) -Armour is an alloy of Kabalite carapace, tau body armour, and a negative magnetic field (causing bullets to 'bounce off', but they stillneed armour saves, details will be explained later) -no talos, ravager, raider. replaced by cobra (equivilant to raider), Rampager (equivilent to ravager), two wraithlords: one is a shooty one, one is a close combat equipped one, higher stats, costs more than shooty one. (Violator is the first, Impaler is the second, to give you a hint of what may come up in weapons, close combat or shooting) -Basic weapons kept the same with a few exceptions
And thats all i'll tell you..except maybe that some harlequins may be 'for hire' in the mercenaries list...and some evil kroot...maybe...
Good day to you all, hope you like this new idea...although insane..it might just work..-Kilen Specht
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Post by archon ko'zrohc on Apr 28, 2005 11:02:08 GMT
cooool, very original, id love to hear all the details of that... you sure people arent goin to have a spak attack at you??? im a kid in australia and over here you would probably be lucky if others decided to let you have harlequins let alone be totally original. but thats is really cool.
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Post by Archon Bor'khor on Apr 29, 2005 0:37:42 GMT
Well, here are some of the details...as i said before i am grounded so i will not have much to explain as of yet...but here some of them are:
Single handed weapons Plasma pistol: 18pts Kabalite pistol: 2pts Close combat weapon: 1pt Power weapon: 15pts Hydra whip: 30pts Viper Mouth: 10pts (basically a harlequins kiss) Jinx pistol: 4pts (12" range; strength 4; AP 4. Omen blade: 30pts (no armour saves, causes fear...-1 ld tests, wielder counts as two models)
Two Handed Weapons Punisher: 20pts Kabalite rifle: 3pts Hell glaive: 5pts scorpion rifle: 5pts
Wargear Virulent tip: 5pts Dark matter carbine: 10pts Haywire grenades: 3pts Tanglefoot grenades: 4pts Hallucinogen grenades: 2pts Barbed carapace: 10pts (ind. characters only, may not be combined with Gruesome talisman armour) Dread Mask: 30pts Webway portal: 60pts Quicksilver: 25pts Soulfire ammunition: 15pts Rictus Mask: 25pts Gruesome Talisman Armour: * Hellion Skyboard: 15pts Reaver Jetbike: 35pts
*The point cost of the armour depends on how many extra wounds you want the model to have. For example, 1 wound costs 10pts, 2 wounds costs +10 more, up to a maximum of double the amount of wounds they began with
Hydra Whip- The hydra whip is a lashing weapon that resembles the Dark Eldar agoniser. It incorporates multiple heads that are lined with barbs and hooks to tear at the flesh of the enemy. The hydra whip’s primary strength is the shock carbine located inside the handle, every time it strikes, electric shock waves are sent through the barbs and hooks, causing immense pain to the victim as the barbs are dragged through their skin. The hydra whip gives its bearer +D3 additional attacks in every round of combat (roll each time you attack), and all enemy models that are wounded on a 4+ get no armour saves.
Dark Matter Carbine- The Dark Matter Carbine is a small clip built into a ranged weapon that is powered by dark matter. The carbine adds dark energy into the projectile speeding up the process of firing. The bearer of a rapid-fire weapon may always fire at full range even if they moved. In addition, the weapon may have an additional shot in each shooting phase, but then the normal rules apply for moving and shooting. If they are within 12” of the target and wish to use rapid-fire then they still gain the additional shot from the carbine, giving you up to three shots total!
Quicksilver- D6 Roll: 1-Malevolent Giggle: The Harlequin giggles uncontrollably due to the effects of the drugs, and eventually his or her giggle turns into a cackle, an evil cackle that fills the enemy with a disturbing notion that their time is up. Any enemy models within 12” of the Strikers at any time during the battle have their leadership reduced by 1 until they are out of 12”. As soon as coming into range they must take a morale check at –1LD. When being assaulted by a Striker or assaulting a Striker the enemy must first roll a LD test on 3D6 at –1LD. 2-Quickstrike: Always strikes first in all rounds of combat. 3-+1 A. 4-+1 STR. 5-+1 WS. 6-+1 T.
Barbed Armour- The carapace of the warrior is studded with barbs and spikes to re-direct blows struck by the enemy in close quarters combat. Any enemy model(s) who roll a ‘1’ to hit in cloe combat against a warrior with such armour takes D3 strength 3 hits with normal armour saves aloud.
Soulfire Ammunition- The ammunition crystal of the weapon is impregnated with a deadly toxin that exceeds the potency of even the kabalite rifles. The Haemonculi have developed this deadly toxin to further agonize the unfortunate victims of the projectile. Any models hit by soulfire ammunition and are wounded may take no armour saves (but may take invulnerable ones as normal).
Gruesome Talisman Armour: The armour of the warrior is decorated in sadistic trophies of war including heads, ears, fingers, chunks of skin, etc. The model counts as having additional wounds, but may not have more than double the amount of wounds that they had to begin with (i.e.; 1 wound costs 10pts, 2 wounds cost 10 more points, etc.)
Tanglefoot Grenades- When a tanglefoot grenade detonates it creates a gravatic disruption field, causing its targets to stumble, fall over and generally stagger around. Tanglefoot grenades are used when the Black Harlequin unit charges into an assault and their effects last for the duration of that first round of combat. If the unit attacked by tanglefoot grenades loses the combat and fails its morale check, its fall back move is D6 less than normal (ie units that normally fall back 2D6" only fall back 1D6"). If it is the Black Harlequins that break then their enemy may only consolidate, they may not advance. In the event of a drawn combat (on a tie-breaker roll or because neither side fails its morale check) then the unit fighting the Black Harlequins may not move any unengaged models into the combat – the Black Harlequins can still move up to 6" to get into base contact as normal. See page 69 of Warhammer 40,000 for more details of drawn combats.
Rictus Mask The Rictus mask projects an aura of death, filling those nearby with an almost uncontrollable urge for morbid self-preservation ("We’re all doomed!"). Any enemy unit with a model within 6" and line of sight of the model with the Rictus mask must take a Leadership test at the start of their turn. If the test is failed the unit may do nothing that turn. If the unit is fighting in close combat then the more immediate threat of being diced overcomes their horror and so a Rictus mask does not affect units that are in an assault. Models that are immune to morale checks are unaffected by a Rictus Mask.
Dread Mask The Dread mask contains a psychic pickup, which detects the worst fears of the wearer’s opponent and amplifies them ten-fold, sending them running in terror. Any unit losing an assault against a Black Harlequin with a Dread mask must take their morale check on 1D6 more than usual (normally 3D6 instead of 2D6). Obviously the Dread mask has no effect against units that do not have to take morale checks.)
Hallucinogen Grenades In battle, the Harlequins use hallucinogen grenades to disorientate their enemies just before they attack. The grenades induce hallucination, paranoia and delirium in their victims, causing them to cower in fear, stare into open space or rant and rave at creatures only they can see. A Harlequin model with hallucinogen grenades uses them when it charges into combat. The paranoia and confusion caused by the hallucinations makes it impossible for the enemy to discern exactly how many warriors they are fighting. When working out if one side outnumbers the other after an assault, the ratio of models is shifted one ‘grade’ in favour of the Harlequins. The following chart best shows this. Morale checks are taken using the modified ratio by the losers of the assault. Hallucinogen grenades have no effect against any kind of daemonic creature (including Nurglings, Avatars), Wraithlords, Wraithguard, Dark Eldar Talos and Warp Beasts, Thousand Sons Chaos Space Marines or Necrons; any model with an armour value rather than a saving throw. Tyranid creatures ignore the effects of hallucinogen grenades unless the Tyranid player scores a 1 on a D6 roll. Designer's note: Basically a creature has to be truly alive to be affected by hallucinogen grenades. Doubtless at some time in the far distant future we'll introduce some hideous monstrosity that should be immune to hallucinogen grenades, so this list is by no means totally exhaustive and I ask you to use some common sense concerning whether a model should be affected by these weapons. If you are in any doubt, roll a D6; on a 1-3 the model is affected, on a 4- 6 it is not (roll every time it is attacked with hallucinogen grenades).
Splinter weapons are changed in name to 'kabalite' and any rolls of 6 to hit cause an automatic wound. the name for it is 'virulent'. The plasma pistol is treated as an imperial one, but uses much better technology and doesnt overheat, it also treats armour greater than 12 as 12.
Those are the equipment stats, i'll post my units later, as i am unfortunately being strayed from my diabolical path from the evil dishes of my kitchen.
Hope you enjy, please feel free to make any comments, good or bad, or any ideas you may have to critique the work.
-Archon Bor'khor
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Post by Archon Bor'khor on Apr 29, 2005 0:42:14 GMT
oh and about the quicksilver and anything else mentioning "black harlequins" in that brief description of the equipment, it was from an original pursuit of building a black harlequin list, inspired by a guy named agis, his dark harlequin army was in white dwarf...cant remember which one though.
I had original ideas to pursue eldar exodites...but i strayed too far into the evilness of our kin ;D.
-Archon Bor'khor
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Post by Archon Bor'khor on Apr 29, 2005 0:52:03 GMT
Oh..i totally forgot, their armour has a negative magnetic field that can turn away the surest shot from a space marine bolt gun. Any armour peircing that is equal to their armour save does not ignore it as normal..but ap values better still do. (ie: a boltgun shot does not ignore the armour of a warrior, which has a 5+ save.) Also, ork choppas do not minus the armour save, nor do 'uge choppas.
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Post by LesserEvil on Apr 30, 2005 15:00:54 GMT
I think its great, however a few things are highly over powered. AE. Armor, if you need ap 4 to pierce it then all the basic infantry guns are gone out the window, which can get very annoying. Perhaps saying that all the armor does is count as cover for the purpose of making saves, as in you get 5+ no matter what. But stuff that ignores cover ignores your save. Of curse heavy play testing is needed, and only a few people will let you try out all these things. But i do wish you luck.
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Post by Archon Bor'khor on Apr 30, 2005 15:47:55 GMT
Hey man thats a good idea i like, i never did think about that before..it could be a shadow suit of some sort...almost like the harlequins...but not as advanced...
-Archon Bork'hor
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Post by archon ko'zrohc on May 1, 2005 2:01:14 GMT
the only problem is that most people wouldnt play against you with your army and you wouldnt be able to enter tournaments
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Post by Archon Bor'khor on May 1, 2005 4:56:46 GMT
in my community. others are willing to try things out at least once, i know i wont be able to play in GTs but what the hell...i want to fantasize...
-Archon Bork'hor
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Post by Archon Bor'khor on May 1, 2005 8:15:14 GMT
a 5+ armour save is very hard to pass, as there are more numbers to fail than to pass.
-Archon Bork'hor
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