Welcome to Librarium Online!
The idea of a new aspect has been bouncing around my head for a while, but i only just found the niche for then to go in. Points value anyone?
Firstly, my justification for this is that it says there were several pheonix lords who only made shrines on one craftworld, that could have got left out of the codex.
The shadow walkers are a warrior aspect unique to craftworld kealor, a typically pacifist craftworld, preferring to use manipulation, assaination and fear to acheive it's goals. This is the primary use of the shadow walkers. Unlike most other craftworlds, kealor will send it's shadow walkers to assist in conflicts requiring their skills, before withdrawing when their job is complete. It is plausible that these are in fact the only aspect available to this craftworld.
The shadow walker
A shadow walker squad is a 0-1 elites choice, or a troops choice. If it is taken as a troops choice then no other aspects may be chosen.
squad size: 5-10. One model may be upgraded to an exarch for +12 points.
shadow walker 4---4--3-3-1-5-1--9--5+
fleet of foot
move through cover
shrouded: dark shrouds using holofeild technology provide +1 to cover saves, 6+ in the open. exarchs receive +2 to cover saves and a 5+ in the open
Wargear: shadow pistol, shadow sword.
shadow pistol: rng: 12" S: n/a Ap: n/a shadow weapon
shadow sword: close combat weapon, shadow weapon.
Shadow weapons: shadow weapons use psyhic energy to cause absolute horror in the victim's mind. After hitting, instead of rolling to wound, the enemy model must take a leadership test at -1 ld. If it fails, it has a heart attack or is paralysed by fear. It instantly suffers a wound, with no armour or invulnerable saves allowed. In addition, it loses 1 WS and 1 I. This may affect fearless models and necrons etc. No rerolls for banners, commisars etc may be taken. This leadership test must always be at the model's leadership. Close-combat shadow weapons also roll to wound as normal.
twin shadows: 10pts. The exarch may replace his shadow pistol with another Shadow sword. In addition to retaining the two close combat weapon bonus, the exarch gains +1 A and the enemy suffer an additional -1 ld to tests from his attacks.
Death mask: 15pts. The exarch has a terrifying death mask, which also provides a psyhic attack on the enemy. All enemies in close combat suffer -1 ld.
Executioner: 10 pts. replaces shadow pistol and shadow sword
Shadow executioner: 15 pts. An executioner with the shadow special rule.
Withdraw: 10pts. A squad led by an exarch with this power gains the Hit And Run special rule.
Shadow dancers: 15pts. The exarch leads his squad in a dance of the shadows, reducing the number of attacks the enemy makes by 1.
I need help with a points value for the basic troop. feedback would be nice too.
At the moment, i think 22pts per model is fair, if slightly overpriced.
things to consider here: chances of something decent failing morale, chances of getting them to a HQ/ monstrous creature, how badly they'll do if assaulted by many-attack things or hordes, high initative owning them, and total vulnerability to any kind of shooting
I NEED SOME FEEDBACK!!!
sounds cool about 20-25 pts seems fair but verry well thought out you seem to have spent some time on this. but two shadow swords for exarch should be 10pts it grants to many additional advantages. otherwise good i would like to se some fluff though...
Finally, a post!
I've been meaning to change the cost of the twin shadows for a while, and i think that a points value of 22 per model is fair, perhaps slightly overpriced.
If you look really close, you'll see a bit of fluff at the top. I was considering doing a craftworld Kealor variant list, with a phoenix lord and fearseers, new support weapon rules, and the emphasis on guardians and shadow walkers, maybe a new wraith unit. I'd put in more extensive fluff there.
Anyone wanting to play with these could use howling banshees as proxies, as most wargear and exarch weapons match up, although i'm planning a conversion for them at some point, using guardians and DE
I've cleared up some vague points in the rules, and adjusted the points costs
I would add a night fighting bonus to the shadow walkers. If shadow walkers are in 5+ cover or better than any unit targeting the shadow walkers in the shooting phase will have to pass a night fighting LOS test.
PS: Why do I have the feeling that these shadow walker rules were what dark eldar mandrakes supposed to have been in the first place?
I like it but considering its psychic energy being used, i think anything that is immune to psychic powers or allows attempts to "dispel" the power should remain unaffected e.g. Kharn the Betrayers, Blessing of the Blood God rule would render the attacks useless. I mean there isn't too much that i know of that is immune to psychic powers anyway so it wont hurt to go with what ive said. Plus, it just suits logic lol.
Nice idea by the way.
yer that woud be cool...
but i would say that the night fighter thing is a little to much like haliquins shadow seer...
then again this whole unit idea seems like haliquins with less attacks and better special rules.
I thought about putting in the night-fighting rules, but they seem a little usless most of the time, and yeah i didn't want to steal the shadowseer. Yes, psuchic power resistance still works against them, not things like runes of warding
So you'd let me use them against you then?
These shadow weapons sound pretty intense. It would be quite an important part of an Eldar army what with the 5th edition rules making close combat deadlier then ever.
Ok, everybody, here is the rules for the pheonix lord of the shadow walkers, Otaken.
Otaken was one of the phoenix lords asurmen taught the arts of war to, but unlike the others, he was a originally a master strategist. He took the eldar principles of war, speed, deadly strikes, fear, and sought to replicate them on a smaller scale. Like arha and karandras, he took to the shadows, because he knew that if you fight without being seen, you are certain to win. He learned of the weaknesses of minds, and, with the help of his brothers, the twin farseers cimhaill and lautheilis, was able to create the fearweavers, terrifying weapons, which unlocked ultimate fear and horror in a victims mind, often able to drive them insane or kill them through their own fears. When he had mastered his art, he returned to his home craftworld kealor, and founded his only shrine there, under guidance from cimhaill and lautheilis, and it became the only shrine on the craftworld. It is beleived by the other eldar, that he chose only to found one shrine, because of the great effect it would later have on the craftworld. The aspect completely changed the craftworlds way of war, and some would say vastly improved it. The craftworld gained several unique paths and variations, including the fearseers, founded by lautheilis and cimhaill, the dark wraiths, and the fearcannons. When cimhaill and lautheilis died, their spirit stones were incorporated into the fearweavers, and they continue to guide otaken to this day.
WS BS S T W I A Ld Sv
7 - 7- 4 4 3 7 4 10 2+
Move through cover
Disciples: shadow walkers
The invisible hunter: Otaken receives +3 to all cover saves, and a 4+ cover save in the open. Any unit wishing to shoot him must roll 4d6 for spotting distance.
The fearweavers: The original shadow weapons, these are twin shadow swords, inhabited by Lautheilis and cimhaill, striking terror into all. These count as twin shadows with a -3 to leadership, instead of the minus two. The extra attacks are not included in the profile.
skull mask: This ancient and terrible mask shows the face of whoever looks upon it withering to nothing, and provides a psyhic onslaught upon the enemy. All enemies in close combat with Otaken suffer -2 to leadership.
What does everyone think of these rules?
Can anyone recommend a points value or playtest this?