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 New HQ's and supporting Characters.

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FuelDrop
Hekatrix
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PostSubject: New HQ's and supporting Characters.   Mon Feb 05 2018, 11:21

So, I have been thinking. What kind of new generic characters would you like to see in the new codex?

This is pure wishlisting, not what we can expect or anything like that.


Mine:
1) Distinction between Haemanculus and Haemanculus Ancient coming back, allowing us cheap characters that can share the love across the battlefields with a Coven army.

2) Succubus Lite version, available on skyboard and jetbike, who can move around and support a cult army and kick ass and take names.
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Mppqlmd
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PostSubject: Re: New HQ's and supporting Characters.   Mon Feb 05 2018, 12:08

I'd like to see 2 standard HQs per subfaction :

- Cult : Succubus & Beastmaster

- Coven : Haemonculus and Assistant ? Haemonculus and Haemonculus Ancient ?

- Kabal : Archon and Court of the Archon ?

With those options, filling a Detachment wouldn't be problematic.

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Count Adhemar
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PostSubject: Re: New HQ's and supporting Characters.   Mon Feb 05 2018, 12:22

Something, anything, on a frackin' jetbike and/or skyboard!!

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Squidmaster
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PostSubject: Re: New HQ's and supporting Characters.   Mon Feb 05 2018, 12:45

Personally, I'd like to see Trueborn not be a unit anymore, but instead become characters who buff Kabalites.
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dumpeal
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PostSubject: Re: New HQ's and supporting Characters.   Mon Feb 05 2018, 13:01

psychic nulls
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Rodi Sikni
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PostSubject: Re: New HQ's and supporting Characters.   Mon Feb 05 2018, 14:21

we don't have special characters, so i'd like to see more flexibility to build ours HQ. I think that would be nice have the chance of play with a support archon, haemonculus or sucubo, or use they to go melee.

I'm not crazzy, I, don beleive that GW give us both options at the same time, we are not SM, but maybe with a useful relics that give a bonus to certains aspects of the game...
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The Strange Dark One
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PostSubject: Re: New HQ's and supporting Characters.   Mon Feb 05 2018, 19:01

This is wishlisting, right? Recently I was thinking how our unit line up would look like if we got as much attention as the Imperium and thought about the following:

Kabal:
- Archon:
The classic, but hopefully better. Huge range of excotic wargear (Soul-Trap) and good combat abilities (combat drugs) and transportation (Jetbike, Scourge wings). He also has a reasonable buff to surrounding units.

- Dracon:
Now a dedicated HQ that is similar to a Corsair Baron. He is essentially a better Trueborn with almost Archon grade wargear and has some minor buffs.
A new model called "Typhon" will replace the Dracon as a Trueborn sergeant. The Dracon really should be the second hand of a Dracon and be a general in rank. A Typhon would be more akin to a higher ranked officer (with Trueborn being low ranked officers).

- High Archon:
The big bad in town. Same wargear as the Archon, but with better stats and army wide rules or special rules that disrupt enemy tactics in a major way.
"Oh, you want to Deep Strike? I saw that coming."
For every enemy unit arriving from reserves, roll a D6, on a 6+ one model is removed from the game.

Stuff like that. Or all Kabalite units within his line of sight re-roll hits of 1.

Cult:
- Succubus:
The reliable beatstick but better in duels.

- Archite:
Essentially a male Succubus that focuses more on buffing and army wide buffs rather than combat. Has things like improved drugs or provides dedicated buffs to one kind of unit (Reavers, Hellions, Wyches or Bloodbrides).

- Beastmaster Lord:
A cheap token HQ similar to the Dracon. He is cheaper (and has worse stats) than an Archite and is similar in his role but only works on beasts.

Coven:
- Haemonculus:
A good buff bubble that can pack a punch if he needs to. But nothing more.

- Haemonculus Advocate:
The right hand of a Haemonculus who is tasked with trying out new exotic wargear or taking care of the pain engines. No buffs, but better combat stats and weapons or can specialize in buffing pain engines in unique ways.

- Cenocio Conclave
This is the anti-psyker task force of a Coven. They bend realspace and the immaterium with instable portals and devices. They drain the power from Aelindrach.

- Coven Warlock
This is a higher ranked version of the Haemonculus Advocate that is usually employed by the grand covens in Commorragh. He specializes in dangerous, arcane devices to unlock horrors upon foes.

He can summon monsters from other dimensions through stable dark gates. Or can unleash energy from unstable realms of the webway to blast away enemies and inflict unthinkable pain.

- Fleshcrafter
Like the Warlock, this is a more common role in the grand covens and he is tasked with overseeing the creation of monsters and pain engines. He has great combat stats because of his own body modifications and self experimentation. Beyond that, he provides greater buffs to Grotesques and Pain Engines than an Advocate.


I also thought about 3 Mandrake HQs (Mandrake King, Mandrake Prince and the Aethercrafter) but I none of them are fleshed out. I only thought that the Aethercrafter would be a Nightfiend HQ that is an Aelindrach Psyker.

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amishprn86
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PostSubject: Re: New HQ's and supporting Characters.   Mon Feb 05 2018, 22:47

Archons and Succubi to get Skyboards, Reaver Bikes, or Wings

Then i want a Mandrake HQ, move Beastmaster to HQ

Finally, Drahzar and Lelith better/cheaper

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Malios
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PostSubject: Re: New HQ's and supporting Characters.   Mon Feb 05 2018, 23:30

This is a hard one.

The pragmatic part of me says not to expect new wargear options or jetbikes / skyboards for the already released clam-pack HQs as per previous codex releses. They'll probably come with what they come with, maybe have another option or two but thats it.

Having Dark Eldar characters (minus haemonculi) buff units around them also doesn't stick well for me: Dark Eldar and their society is the epitome of "I come first at everyone else's expense" and their characters should be ridiculously good combatants with a few underhanded tricks at their disposal to offset that they don't care about their minions., only improving their own standing.

Pragmatism and low expectations aside however, this is what I'd think to see:

Kabals:

- Archon. Out of the clam-pack with little to no variation. Very good statline and tools to make him an intense glass cannon with a few rules to sugar coat him / her.

- Dracon / Hierarch: A cheaper, toned down version of the Archon with less rules but a few more wargear options (even if its just blast pistol, phantasm grenade launcher, power sword, agoniser and huskblade)

- Court of the Archon: doing what it does best. Giving the archon more tricks up his / her sleeve or a nasty punch in the balls when the enemy doesn't expect it.

Cults:

- Succubus: as with the archon, straight out of the clam-pack with very little customisation. Very, very powerful melee glass cannon with special rules and tricks that emphasise the selfish, glory hogging nature of all succubi.

- Hekatarii crone (or something on those lines): cheaper, not as good statline as his/her superior but more weapon customisation options.

Haemonculus Covens:

- Haemonculus: as per clam pack with little variation. Does his usual aura toughness or power from pain buffs. The typical support character with a few nasty tricks up his / her sleeve.

- (insert wrack character here): Not as good at buffing as the haemonculus but more weapon options (ie whatever's in the box) then his superior.
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lament.config
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PostSubject: Re: New HQ's and supporting Characters.   Mon Feb 05 2018, 23:31

I don't mind if the beast master stays in elites but, he's expensive. The reroll git aura is great. He's flimsy and it's hard to get multiple +2 ld drugs unless you are running a dull on Wych cult.

I too would really like to see a mandrake HQ and as everyone else. Sky board or jetbike please.
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amishprn86
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PostSubject: Re: New HQ's and supporting Characters.   Mon Feb 05 2018, 23:57

@lament.config wrote:
I don't mind if the beast master stays in elites but, he's expensive. The reroll git aura is great. He's flimsy and it's hard to get multiple +2 ld drugs unless you are running a dull on Wych cult.

I too would really like to see a mandrake HQ and as everyone else. Sky board or jetbike please.

I want to be able to take an outrider Detachment of only Beasts/Master.

Could have <traits> and stratagems for them and be awesome.

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angelrei
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PostSubject: Re: New HQ's and supporting Characters.   Tue Feb 06 2018, 11:45

Some new characters from the books would be nice.
Archons with a wide range of weapons and equipment and able to use jetbikes, skyboards and scourge wings or just give a gang leader HQ to lead hellions and Reavers.
Give a new set of drugs to groqtues.
allow true born to target characters or buff them so there not just a warrior unit that can take more special/heavy weapons.
Traits for all factions
anti pysker stuff
make shredders D6 auto hits at -1AP
a lord of war
make are court of the archon worth taking
give jet bikes, hellions, venoms, raiders, ravagers ability to do mortals wounds to those they fly over, the blades on the bottom of these arn;t just for show.
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Squidmaster
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PostSubject: Re: New HQ's and supporting Characters.   Tue Feb 06 2018, 12:44

I will add - a new Court Of The Archon character would make sense - a psychic null.
If we want it, let it be an option like this that any Drukhari army can take, a simple one figure like most Psykers.
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PostSubject: Re: New HQ's and supporting Characters.   Tue Feb 06 2018, 17:45

I would love to see the Dracon moved to a support/buff HQ. In the original 3rd Edition codex they were HQ light versions (one less attack/wounds versus an Archon), it would be fitting that they help to "motivate" Kabalites to perform better in the eyes of their Archon much like an Aspiring Champion or Space Marine Lieutenant.

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The Shredder
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PostSubject: Re: New HQ's and supporting Characters.   Thu Feb 08 2018, 15:08

I'm still hoping for a Mandrake Lord.

However, I'm somewhat biased in that I've converted several Mandrakes to HQs already:

Spoiler:
 

I'd also like a Scourge Lord (though I'd settle for a winged Archon).

Finally, I'd like some sodding options on our existing HQs. Why does the supposedly fastest army have no options for wings or skyboards or jetbikes on its HQs?

Incidentally, would it be too much to ask that our melee weapons be more effective than, say, an ordinary bread knife?


Also, I'll second the above requests for lesser HQs (Dracons, Haemonculi Apprentices etc.). However, I don't consider them as much a priority simply because you can at least make do with using the normal versions of those, whereas if you want a Winged HQ you have to look in a different codex, and if you want a Mandrake HQ, well, you're going to go on wanting one. Rolling Eyes
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Lord Asvaldir
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PostSubject: Re: New HQ's and supporting Characters.   Fri Feb 09 2018, 01:48

I know this is a wish listing thread but if there's one thing here that I think might actually come true, I'd say it's the Dracon becoming a real option that could happen. Space marines got lieutenants, chaos space marines got aspiring champions so who knows, it's the one dream that could happen.

I'd love to see a scourge/hellion hq but as others have said if our hqs just had the options to take skyboards/wings/jetbikes that wouldn't really be a priority.
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SushiBoy013
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PostSubject: Re: New HQ's and supporting Characters.   Fri Feb 09 2018, 02:37

Anything. Simply because Games-Workshop WILL NOT buff the few HQs we currently have to an extent that would put us on equal footing with other armies that can toggle between HQs for greater versatility. We simply need more, don't care what.

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