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 WWYD- design a dark eldar unit

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PFI
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PostSubject: WWYD- design a dark eldar unit   Thu Feb 08 2018, 22:08

What would be a cool unit/kit you thought of that would make dark eldar just that much more awesome to you and in your opinion everyone else?

If I could make a kit for gw it would be a 3 in one kit. It wouldn't be too large, It'd be like a wider venom, A wider snout that angles back like an arrow head and like an arrow head comes back in the middle. I want it to be medium size wider then a raider but maybe not as long. I think a different shape and profile would make a dark eldar raiding flotilla so much cooler. It'd have like 3 or four people on it, with a gun on each wing and maybe two people in the central front where the controls are and behind the controls would be something that is suspended slightly in the middle with no bottom.

It would have a kabalite option, a wych cult option and a wrack option. The kabalite option would be about shooting and provide some heavy weapon options the army severely lacks. Maybe like a big mortars that also reduce morale or something and the two side weapons would be splinter cannons or dissie cannons,

The wych option would be all melee, it could advance and charge and have some short range weapons. It would be impressive on the charge like shining spears. I'm thinking the guns would be some kind of razor fletchettes or something that reduced enemies attacking it in melee by 1 to hit

The wrack one would be a hybrid of melee and mid range but it would be tougher since it could be buffed by haemoncs but would also have a utility ability that could increase the covens units defenses

I get that it might be difficult to pull off such a diverse 3 in 1 kit but if the body was focused on 1.5 sprues, the crew on half a sprue for wyches and kabalites while it used the gunners and such already in the wrack kit and then some alterations such as a different front bit and something in the center like the fletchetter launcher for the wyches or buff orb whatever for the wracks.

anyways if you could design a kit for dark eldar, WWYD
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Sarkesian
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PostSubject: Re: WWYD- design a dark eldar unit   Thu Feb 08 2018, 22:40

DE do not have any boxes in plastic dedicated to our Elite slots (I don't count wyches or kabalite warrior boxes... True born and bloodbrides need their own models), so I'd start there.

I'd also flesh out the Mandrake line of the army, with mandrake heavy support. Give me a large shadowy demon-like creature that throws huge balefire balls, but can hold its own in melee and move quickly.

For wych cults, I'd add in the Dark Elf monster line of Hydra's and Kharibdys. Maybe even the bloodwrack medusa? Or maybe an Elite character, that is a drug dealer. Allows cult units within 3 inches to pick a drug each turn, or allows a 2nd drug picked each turn.

For Kabal/Incubi, kabal driven armored jetbikes for Incubi. Much like the Skyweavers for Harlequins. Or disintegrator cannon venoms.

For Covens, Apothecary barge. Similar to a Mortis engine for vampire counts, but boosts toughness, speed, feel no pain for coven units. It would be a mount for Haemonculus.
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FuelDrop
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PostSubject: Re: WWYD- design a dark eldar unit   Thu Feb 08 2018, 23:07

I would give a Lord of War.

Specifically, I would create a big stuff hunter. A large raider with two outrunners. The thing would bristle with firepower, be it twin linked darklances, heavy disintegrators, or the void lance array.

Durability wise it would probably be comparable to a Leman Russ, but its offensive power and mobility would be huge.

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RedRegicide
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PostSubject: Re: WWYD- design a dark eldar unit   Fri Feb 09 2018, 00:57

Cool question! Another vehicle would be cool.

Personally tho, I wish we had assassins. A scourge character that uses a sniper would be cool

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Lord Asvaldir
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PostSubject: Re: WWYD- design a dark eldar unit   Fri Feb 09 2018, 01:40

I second having more character options, an assassin of some sort would be particularly cool. Maybe give him a bunch of different special weapon options, like some short ranged high power weapon and the option for a big sniper rifle. Also wouldn't mind the court of the archon being fleshed out more with maybe another alien creature of some sort and maybe a dark eldar bomb specialist sort of character that would be armed with a variety of grenades and would have some sort of buff.

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SushiBoy013
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PostSubject: Re: WWYD- design a dark eldar unit   Fri Feb 09 2018, 03:08

Came here only to say assassin. How we don't have one baffles me until I remember we have no advocates within GW.

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@miral
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PostSubject: Re: WWYD- design a dark eldar unit   Fri Feb 09 2018, 06:47

I would wish for a flying Cronos/Talos!
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amishprn86
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PostSubject: Re: WWYD- design a dark eldar unit   Fri Feb 09 2018, 07:12

I already did this once.

Its a Vehicles (Smaller than a Tantalus), made to capture for Slaves

Rules are basically does Mortal wounds as a drive (Bombing run that never runs out of ammo) by and has a Counter, the higher the counter the better the Buff and distance (like a 2nd PFP table)


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Squidmaster
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PostSubject: Re: WWYD- design a dark eldar unit   Fri Feb 09 2018, 08:06

Looking across the army, and the way Dark Eldar are supposed to operate, I've always thought what we've lacked are forward breachers.
By that, I mean a Dark Eldar raid typically just emerges from the webway and strikes with speed. Pop, they arrive, they attack.
But for more fortified positions it would make sense for them to have a forward infiltration team of some kind whose job is to work in close, and take out key defences either with placed charges or other fun gizmos.
I'd design then something assassin-like, perhaps based on a Craftworld Ranger, but they wouldn;t just fill the role of a Sniper (or unit of). They would also be in forward position early on, deployed at turn one like Illic and co, with an ability to shut down or limit an enemy vehicle of fortifications shooting attacks in turn one. Basicaly shut down the defence weapons so the main force can move in. A Haywire bomb with that additional rule for example.

I've also considered vehicles in the past, and come up with two options.
First, a fallback strategy. If a fast raid is the norm, then what is called for is an effecient means of stopping the enemy persuing when you withdraw. A sacrificial thing. My thoughts on that would be webway/torpedo deployed sentry guns. Fired into the battlefield (deep strike) they take position along a line and keep the enemy at bay while the raiding force withdraws to its extraction point.
Second, a larger vehicle which could also simply be a Fortification. If the point is to capture prisoners, it makes logical sense to have a mobile, closeby place of storing them. I'd essenially picture a large floating cage kept to the very rear of a battlefield, where a force could deposit saome prisoners before returning to the front to get more. It would be a big cage, with a walkway above with defensive weapon emplacements.



All that, plus the usual Archon on Bike/Board, Mandrake character, etc.
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PostSubject: Re: WWYD- design a dark eldar unit   Fri Feb 09 2018, 08:12

@Squidmaster wrote:
Looking across the army, and the way Dark Eldar are supposed to operate, I've always thought what we've lacked are forward breachers.
By that, I mean a Dark Eldar raid typically just emerges from the webway and strikes with speed. Pop, they arrive, they attack.
But for more fortified positions it would make sense for them to have a forward infiltration team of some kind whose job is to work in close, and take out key defences either with placed charges or other fun gizmos.
I'd design then something assassin-like, perhaps based on a Craftworld Ranger, but they wouldn;t just fill the role of a Sniper (or unit of). They would also be in  forward position early on, deployed at turn one like Illic and co, with an ability to shut down or limit an enemy vehicle of fortifications shooting attacks in turn one. Basicaly shut down the defence weapons so the main force can move in. A Haywire bomb with that additional rule for example.

I've also considered vehicles in the past, and come up with two options.
First, a fallback strategy. If a fast raid is the norm, then what is called for is an effecient means of stopping the enemy persuing when you withdraw. A sacrificial thing. My thoughts on that would be webway/torpedo deployed sentry guns. Fired into the battlefield (deep strike) they take position along a line and keep the enemy at bay while the raiding force withdraws to its extraction point.
Second, a larger vehicle which could also simply be a Fortification. If the point is to capture prisoners, it makes logical sense to have a mobile, closeby place of storing them. I'd essenially picture a large floating cage kept to the very rear of a battlefield, where a force could deposit saome prisoners before returning to the front to get more. It would be a big cage, with a walkway above with defensive weapon emplacements.



All that, plus the usual Archon on Bike/Board, Mandrake character, etc.

I like the idea of an assasin like guy, but I would make it more melee and mandrake oriented.
Make it an exensive HQ like unit which can deploy as deep strike or as nurglins. Give it an reasonable move and suddenly we can strike hard with an HQ in the middle of his deployment zone unless he blocks all paths.
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PostSubject: Re: WWYD- design a dark eldar unit   Fri Feb 09 2018, 11:34

Such a unit that infiltratees the enemy is... difficult. Remember that She Who Thirsts sucks out our souls and who would be foolish enough the linger in prey-space?

I would want a kit for the Archon. Enabling us to built an Archon with Scourges Wings or a Succubus on Jetbike/Skyboard or an Incubbi Lord.

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PostSubject: Re: WWYD- design a dark eldar unit   Fri Feb 09 2018, 12:34

A LoW pain engine. Something bigger, stronger, that can crush the enemy line and allow the rest of the army to follow.
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PostSubject: Re: WWYD- design a dark eldar unit   Fri Feb 09 2018, 13:23

@CptMetal wrote:
Such a unit that infiltratees the enemy is... difficult. Remember that She Who Thirsts sucks out our souls and who would be foolish enough the linger in prey-space?

I would want a kit for the Archon. Enabling us to built an Archon with Scourges Wings or a Succubus on Jetbike/Skyboard or an Incubbi Lord.

The general idea of the mandrake is that it would not be infiltration that takes time, he would just enter realspace and travel by shadow into the middle of enemy territory in no time at all.
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The Shredder
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PostSubject: Re: WWYD- design a dark eldar unit   Fri Feb 09 2018, 13:40

I'd love a Mandrake HQ kit. Maybe it could let you make a Mandrake Assassin (solo HQ with anti-character gear that can appear right behind an enemy model) or a Mandrake Lord (ranged/support oriented HQ).

@Sarkesian wrote:
I'd also flesh out the Mandrake line of the army, with mandrake heavy support. Give me a large shadowy demon-like creature that throws huge balefire balls, but can hold its own in melee and move quickly.

Eldar get the Avatar, Dark Eldar get the Balrog. Twisted Evil

@CptMetal wrote:
I would want a kit for the Archon. Enabling us to built an Archon with Scourges Wings or a Succubus on Jetbike/Skyboard or an Incubbi Lord.

Yesyesyesyesyesyes. cheers

Something I was wondering about was how to do the wing attachment. Maybe he could have slots in his back where the wings can go, or (if you don't use wings) a cape can be fitted to use/hide those slots instead?
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PostSubject: Re: WWYD- design a dark eldar unit   Fri Feb 09 2018, 14:41

And those slots could be used for the phantasm grenade launcher too.
That would be a awesome kit. We do not need so much of a new unit but instead to make all our options viable.

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PostSubject: Re: WWYD- design a dark eldar unit   Fri Feb 09 2018, 14:51

I like the idea of assassins. I would also like more mercenary’s...who could also fill the role of an assassin such as alien bounty hunters.
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PostSubject: Re: WWYD- design a dark eldar unit   Fri Feb 09 2018, 15:30

Bounty hunter Beba Fott. Nobody have ever seen the face of this bounty hunter. We don't even know from which specie he is. But nobody in Commoragh really care. He is efficient and always fulfill his contracts. That's all that matter.


WS BS S T A W Ld Sv
3+ 2+ 3 3 3 5 9 3+/4++

Beba Fott is equipped with a needle sniper riffle, a modified flame thrower and a thermal detonator

needle sniper riffle

assault 2 poison 2+, AP -2, 46'' range, D2
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PostSubject: Re: WWYD- design a dark eldar unit   Fri Feb 09 2018, 20:21

LOL, hahaha

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PostSubject: Re: WWYD- design a dark eldar unit   Fri Feb 09 2018, 20:32

Not worse than Marbo
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PostSubject: Re: WWYD- design a dark eldar unit   Fri Feb 09 2018, 21:00

Someone else mentioned it, but the idea of Ancient/Trueborn HQ's. Trueborn Archons that have been around since before the fall of the Aeldari. Bigger aura, better stats. maybe more strength/power.

or

We have the beast master, now get ready for!!!! THE SLAVE MASTER. Using the slaves from the City of Commorragh and giving them rudimentary melee weapons whilst explosion collars are attached to their necks, the slaves are used as meatshields by the dark eldar army, often fighting against their own brothers in arms.

stats: literally just guardsmen/cultists, but with only melee weapons, no shooting.

Master special Rule: Sacrifice. Sacrifice the other models in this unit, apply 1 ability of your choice from Sheep for the Slaughter Special rule.
Special Rule: Sheep for the Slaughter: When this unit dies, gives a bonus to nearby power from pain units, based on the turn. other PFP bonuses still apply.

(names subject to change)
Turn 1: Pain Strengthening,  +1 to FNP
Turn 2: Addicted to pain, roll 3 dice for charges, use the highest 2.
Turn 3: Heightened Senses, +1 to shooting as well
Turn 4: Blood Frenzy,  opponent's units cannot fall back from melee.
Turn 5+: Fear Incarnate, opponent rolls 2 dice for unit morale tests

*EDIT*
Credit to PartZebra for the idea:

Bring back the slave girls models and give them rules similar to the above^
Maybe even have them on Dias, or Tantalus to give a 24" aura bubble or something. Ask Vindicavi for an example picture.

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Vindicavi
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PostSubject: Re: WWYD- design a dark eldar unit   Fri Feb 09 2018, 21:01

I'd like to see the Lhamean fulfil the role of assassin it is clearly a character that would suit that table-top role.

Model wise I’d like to see; Trueborn with slightly fancier armour, all our old heroes back with sculpts, custom HQ as mentioned before (jetbikes wings etc) and finally for the love of Vect some decent and affordable grotestque models.
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PostSubject: Re: WWYD- design a dark eldar unit   Fri Feb 09 2018, 21:04

@Barrywise wrote:
We have the beast master, now get ready for!!!! THE SLAVE MASTER. Using the slaves from the City of Commorragh and giving them rudimentary melee weapons whilst explosion collars are attached to their necks, the slaves are used as meatshields by the dark eldar army, often fighting against their own brothers in arms.

As amusing as this would be I have to disagree, why waste good slaves when they can be put to much better use in our lovely city? Lore wise it doesn't make sense to waste slaves on a mission to obtain more, if we were going to make them fight one another why do it in realspace where there is already plenty of lesser races to kill personally?
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PostSubject: Re: WWYD- design a dark eldar unit   Fri Feb 09 2018, 22:09

Or something that is a bit fluffy ... A model simply known as "the survivor"
Special rules: Paranoia, Blasphemer, Hidden agent of the archon, Character.
Hidden agent of the archon: This model is deployed in your opponents deployment zone and may be placed within 9" of enemy models, this model is treated as being a member of the opponents army and as such may not be targeted by the enemy however he is moved and operated by the Druhkari player.
Paranoia: every turn roll a D6 this model gains the following effect.
1. Whispers of fear: enemy units within 6" of this model hear the terrified ramblings of the model and start to feel fear themselves. Reduce their leadership by 1 for the remainder of the turn.
2. PTSD: the unit has a flash back to his time being tortured by the Druhkari and lashes out. If any enemy unit is within 3" This model immediately makes one close combat attack enemy against that enemy unit if not this model shoots at the closest enemy unit.
3. The shadows move: The model points at cover and yells that he can see the enemy, the closest enemy unit shoots at the area. The enemy unit may not act this turn unless charged.
4. They found me! This model immediately moves 1d6 in any direction and then rolls again (this effect can only happen once subsequent rolls of this are rerolled until a different result is rolled)
5. Reveal the commander: The model is over come by fear and runs to the commander. If an enemy character is within 18" of this model it may be targeted even if it isn't the closest model.
6. The trap is sprung: The model finds a device that has been placed on his body and flings it from him. The portable webway activates, models that have been set in deepstrike reserves my appear out of this portal and may be placed with 9" of this model but must remain outside of 1" of enemy models.
Blasphemer: if this model starts the Druhkari players turn within 12" of the archon its brain washing is triggered and it immediately joins the Druhkari army, it loses the Paranoia special rule but gains the "Blasphemer Aura: This models sudden turning creates panic and distrust amongst the enemy, enemy units within 12" of this model must roll leadership on 2d6"

Yeah it's a bit of a read and was hastily thought up so is probably op but I think it would add an interesting bit of mechanics to our army.
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amishprn86
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PostSubject: Re: WWYD- design a dark eldar unit   Fri Feb 09 2018, 22:21

@dumpeal wrote:
Not worse than Marbo

Marbo is actually extremely good, i mean, auto take good, players not using him i think are F[beep] retarded.  His grenade is infinite range, turn 1 deploy and throw grenade, turn 2 go into DS, turn 3 DS to finish off character. Or just keep throwing Grenades all game from 120" range lol. He can even DS+Move+charge if you wanted too tie something up like a tank. For 65pts he is their best HQIG, I'm adding him to my SOB and Custodes just b.c he is insanely useful, he has so many options for what you need.
Rules are here http://pro.bols.netdna-cdn.com/wp-content/uploads/2017/12/WhatsApp-Image-2017-12-26-at-06.38.40-1.jpg


I did a vehicle, but if i would be a character or unit. Then i want what has always been wanted and HQ's on Skyboard/Wings/Bike

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The Shredder
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PostSubject: Re: WWYD- design a dark eldar unit   Fri Feb 09 2018, 22:34

@amishprn86 wrote:
@dumpeal wrote:
Not worse than Marbo

Marbo is actually extremely good, i mean, auto take good, players not using him i think are F[beep] retarded.  His grenade is infinite range, turn 1 deploy and throw grenade, turn 2 go into DS, turn 3 DS to finish off character. Or just keep throwing Grenades all game from 120" range lol. For 65pts he is their best HQ for Catachan. Rules are here http://pro.bols.netdna-cdn.com/wp-content/uploads/2017/12/WhatsApp-Image-2017-12-26-at-06.38.40-1.jpg

I guess I must be retarded then, because I don't use him. Maybe for flavour if I was playing Catachan, but otherwise no.

His explosives are decent, but I think you're overestimating them. Firstly, no, he can't use them all game - just twice.

Second, killing a character with them - even using both - is quite unlikely. You need a 5+ to do anything, and even if you get it you're still just doing d3 wounds. Even using your reroll, it's still not very reliable. Even killing a 30pt Company Commander is just a 2/27 chance (CP rerolls can help with this, but still).

Outside of targetting characters (which, as above, is unreliable anyway), it seems you'd be far better off just using Smite.

The thing is, those two explosive shots are really all he brings. Once you've used those, all he can do is plink away with his ineffectual pistol or try to kill an enemy with venom blades.

He's not awful or anything, but he's really not an auto-take either.

Of course, he's still orders of magnitude better than the DE HQs. Rolling Eyes


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