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I was looking at some of the dark eldar army rules and came up with some ideas how they could be updated for 5th ed.
Fleet of Foot: Let everyone fleet. No-brainer. No other army has this restriction, even terminators can fleet with shrike!
Piratical Raiders: Something along the lines of a bonus to seize the initiative, or a bonus to rolling for go first/deploy first, or maybe both.
Slaves: Not sure about this, giving kill points is to much, and doesn't even matter 2/3 of the time. Maybe something along the lines of demoralizing the enemy or "inspiring" the dark eldar to greater atrocities?
I would welcome any feedback anyone has.
Piratical Raiders should be some sort of special army wide Hit-and-Run style rule. Not sure what exactly though.
I was thinking Dark Eldar should get a Sisters of Battle mechanic like they have with Faith Points. Maybe use slave - soul essence to push them over the brink? I love the Slaver idea, but its just so hard to implement realistically on the tabletop.
We should get some sort of army rule for our poisoned splinter weapons. Something like 'any roll of 6 to hit automatically wounds (armor save allowed, of course)'
Last edited by darkspawn327; April 22nd, 2009 at 01:58.
I agree on the Fleet of Foot rule. As they are raiders and pirates, they have learned to strike hard and fast. This would help represent that. Hit and Run would also help regarding this fact.
Maybe its an idea to let the army have special rules depending on the type of the HQ chosen as the main leader?
The Slave rules should definitely stay, but should indeed be changed to something useful.
Innovation suffuses this hobby like a tea bag in the boiling water of play.
"The dark eldar are expert raider and are easily capable of deploying at a moments notice or appearng out of nowhere to ambush their foes"
When rolling to seize the initiative the dark eldar player will seize the initiative on a roll of a 4+ as opposed to the normal 6+ that is required.
Fleet should not apply to incubi as a 3+ save is pretty much the limit for fleet in the eldar codex. Using shrike is not a good example.
"dark eldar are slavers without comparison, they often seek to incapacitate rather than kill their foe to drag them back to the commoragh. Many enemies of the DE would rather take their own life than suffer the fate the dark eldar will give them"
When a dark eldar unit wins combat an additional negative modifier is applied to the opponents leadership that is equal to half of the wounds dealt in that turn of combat (rounding down). All normal modifiers still apply.
For the slavers, how about the DE player may force his opponent to reroll the d6+I roll at the end of combat if the DE won- representing how good they are at caturing their enemies? Similar to how the corsairs rule works in fantasy.
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One of the best ideas I've seen for Dark Eldar specific rules would be to be able to consolidate back into our raiders after winning a close combat.
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Something Hellion specific, I think they should have the ability to assault in the turn they deep strike, and also have access to a Skyleap style ability where they can disengage and go back into reserves. They also need more killing power but that's a different issue.
If we're going to have a raiders rule, it shouldn't be an option. I think having the ability to steal the initiative on a 4+ would be a bit strong, and your opponent would never know how to react.
It could be offset by something like if we win the deployment roll, we *have* to choose to go first?
[...] So I burst into his office and exclaimed, quite frankly, "That's Numberwang." As I recall it, he cried.