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dumpeal
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PostSubject: mob unit   Fri Feb 16 2018, 00:28

What would you think of this unit

Petitionners: Many dark eldars want to join a Kabals. But not everybody can. Kabals only hire the strongs ones. To determine if a dark eldar is good enough to join a Kabal, the petitionners must pass many deadly tests. Some Archons use those expendable cannon foddler strategically, only giving them old weaponry and deploy them en-masse on the battlefield. Those who survive, or do well, can join the Kabal.

troop

20-40, 4 pts each

BS 5+
WS 5+
S 3
T 3
A 1
W 1
Ld 5
Sv -

Bad weaponry: When firing those splinter riffles, if you roll a 1, the weapon explode and the poisonned shards kill the petitionner on a 4+.

Webway walkers: Petitionners are use in too great number to be afforded a vehicule. They must arrive by the webway, with the stratagem. When you use the webway stratagem to deepstrike a unit, you can deepstrike 1 petitionner unit. If you deepstrike 2 units (paying 3CP), you can deepstrike 2 petitionner units without paying additionnal CP points.

Watch me, my lord! : When petitonners are within 24'' of an archon or a trueborn unit, they gain the leadership value of the Archon or the trueborn unit.

Slaanesh gase: Petitionners don't have any protection against Slaanesh. They are not worth it. At the beginning of each of your turns, the petitionners must take 1D3 mortal wounds. Those who fail get their soul sucked by She Who Thirst. If you face a Slaanesh Chaos army, roll a D6 instead.

No retreat: Given they don't have any protection against Slaanesh, petitionners don't flee the battlefield : It would be a certain death. During the Morale Phase, each petitionner removed count as 2 models.
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FuelDrop
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PostSubject: Re: mob unit   Fri Feb 16 2018, 01:24

Trashmob unit for DE could work, but I think it needs to be a Cult unit of Arena Slave, or more like Arena Slave Rejects.

Give them WS 4+ and a 2 attack weapon, but 7+ armour, S 3 T 3, and a special rule that they use the highest DE leadership within 12" due to what awaits those who flee.
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Archon_91
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PostSubject: Re: mob unit   Fri Feb 16 2018, 01:39

Dark eldar conscripts basically ... A good idea but even the dregs of the dark city are better than your average guardsman ... So 20 guardsman priced kabalites is gonna be a bit much specially as the guns are better and it would be safe to assume that they will get rerolls ... So there really isn't a reason to not take 40 of them, 160 points for 80 shots, as for the Slaanesh thing ... They have the same protection from Slannesh as everyone else in the dark city does so there really isn't a thing that needs to happen ... Besides they are gonna die like flies anyway ... So no need to give them a special rule to auto kill more of them a turn
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Pain Engine
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PostSubject: Re: mob unit   Fri Feb 16 2018, 11:59

An infantry horde for us would be nice, but these are kinda weird. Why would you use these? They're really weak and odd. Also, the flavor is kind of off. I'm pretty sure that every would-be member of a Kabal is at least as good as a Warrior. They don't really suit the theme or feel of the army. It feels more appropriate for these to be slaves, as FuelDrop says.
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dumpeal
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PostSubject: Re: mob unit   Fri Feb 16 2018, 12:47

@Pain Engine wrote:
An infantry horde for us would be nice, but these are kinda weird. Why would you use these? They're really weak and odd. Also, the flavor is kind of off. I'm pretty sure that every would-be member of a Kabal is at least as good as a Warrior. They don't really suit the theme or feel of the army. It feels more appropriate for these to be slaves, as FuelDrop says.

Because they have bad guns that can't fire straight, are pain starving and suffered other tests before. But yeah, 5+ is maybe too weak. 4+ may be better.
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Dark Elf Dave
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PostSubject: Re: mob unit   Fri Feb 16 2018, 13:30

So we would be asking the slaves to help us capture more slaves?

That is a bit like getting the prisoners to be prison guards. I don't think it would work.

If you want a mob squad then they should be beasts.
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|Meavar
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PostSubject: Re: mob unit   Fri Feb 16 2018, 14:11

I don't mind the idea of "dark eldar conscripts" (with ws bs 4 of course).
And in the initial post it was conscripts who were fighting for a place in the kabal, not prisoners/slaves.
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dumpeal
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PostSubject: Re: mob unit   Fri Feb 16 2018, 14:24

@|Meavar wrote:
I don't mind the idea of "dark eldar conscripts" (with ws bs 4 of course).
And in the initial post it was conscripts who were fighting for a place in the kabal, not prisoners/slaves.


It's petitionner. Not prisonners. Maybe the name was wrong.
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The Strange Dark One
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PostSubject: Re: mob unit   Fri Feb 16 2018, 14:27

I think the best kind of unit for a mob would be a beast type derivate. I'd argue that the Ur-Ghul would be much more fitting as a troop choice that can be spammed rather than being part of the Court.

Or let the Ur-Ghul remain a Court of the Archon option and let us have a completely new "Ghul" model which is a weaker Ur-Ghul that can be taken as a troop choice. The Ur-Ghul could also be a sergeant for the troop unit.

Or maybe some some bio-engineered swarm monsters from left-over bodyparts would work too (for coven armies). Something like "Pain-Leeches" or or "Flesh-Worms".

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dumpeal
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PostSubject: Re: mob unit   Fri Feb 16 2018, 15:03

We already have 3 beast kind. Plus 3 beast-like courts. If I wanted to play beasts, I would have played Tyranids. (Which is, weirdly enough, the second army I would want to build)
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Rodi Sikni
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PostSubject: Re: mob unit   Fri Feb 16 2018, 15:29

Maybe i'm wrong but, not it's supposed to exist a kind of dark eldad called Parched?  A dark eldar too poor to feed of souls that just wander to feed themselves with the pain of others.

M7 WS6+ BS- S2 T2 W1 A2 Ld- Save-
Min. 20 miniatures per unit, max 50.
4 pts/model

Special Rules:
PfP

No escape for the damned: this unit is inmune to morale test. Instead, sacrify 2 models at the end of every turn.

The dark horde: If it's posible all the miniatures of this units must move the maximum posible to the closest enemy unit.

Feed the pain: Every turn you can sacrifice a miniature of this unit to get +1 on a stat of your choice until the start of your next turn. A stat can't be improved more than once per turn
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dumpeal
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PostSubject: Re: mob unit   Fri Feb 16 2018, 16:17

@Rodi Sikni wrote:
Maybe i'm wrong but, not it's supposed to exist a kind of dark eldad called Parched?  A dark eldar too poor to feed of souls that just wander to feed themselves with the pain of others.

M7 WS6+ BS- S2 T2 W1 A2 Ld- Save-
Min. 20 miniatures per unit, max 50.
4 pts/model

Special Rules:
PfP

No escape for the damned: this unit is inmune to morale test. Instead, sacrify 2 models at the end of every turn.

The dark horde: If it's posible all the miniatures of this units must move the maximum posible to the closest enemy unit.

Feed the pain: Every turn you can sacrifice a miniature of this unit to get +1 on a stat of your choice until the start of your next turn. A stat can't be improved more than once per turn


If you're ready to dedicate enough ressource as an Archon to bring lots of parched, at least give them a gun, even if it's just a crappy one. Or better, give them lasgun. "When a kabal raid an imperial world, they always found some gun still strapped on unconscious guardsmen. Most of the time, they just throw them away, but somes keep them to arms hordes of parched on the battlefield"
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Rodi Sikni
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PostSubject: Re: mob unit   Fri Feb 16 2018, 17:47

@dumpeal wrote:
@Rodi Sikni wrote:
Maybe i'm wrong but, not it's supposed to exist a kind of dark eldad called Parched?  A dark eldar too poor to feed of souls that just wander to feed themselves with the pain of others.

M7 WS6+ BS- S2 T2 W1 A2 Ld- Save-
Min. 20 miniatures per unit, max 50.
4 pts/model

Special Rules:
PfP

No escape for the damned: this unit is inmune to morale test. Instead, sacrify 2 models at the end of every turn.

The dark horde: If it's posible all the miniatures of this units must move the maximum posible to the closest enemy unit.

Feed the pain: Every turn you can sacrifice a miniature of this unit to get +1 on a stat of your choice until the start of your next turn. A stat can't be improved more than once per turn


If you're ready to dedicate enough ressource as an Archon to bring lots of parched, at least give them a gun, even if it's just a crappy one. Or better, give them lasgun. "When a kabal raid an imperial world, they always found some gun still strapped on unconscious guardsmen. Most of the time, they just throw them away, but somes keep them to arms hordes of parched on the battlefield"


The Parched just can be inclued on a Drukhari army. The Parched have the same subfaction as your Warlord. Besides, the unit gain the following abilities:

- Scream of pain:
If your Warlord is a Archon you can sacrifice 1 parched at the beginning of your turn.  Until the start of your next turn the unit can use their screams each time their could shoot: Assault 1, 18", FP-. This weapon hit and wounds always on 6+.
If you sacrifice 2 Parched, the unit can shoot twice in the shooting phase.

- Thirst of torment:
If your warlord is a Sucubus you can sacrifice 1 parched at the beginnig of your tun. ntil the start of your next turn, if the unit advance, not roll a dice. The unit advance automatically its movement x2.
If you sacrifice 2 Parched, the unit can advance and charge the same turn.

- Reflection of pain:
If your warlord is a Haemonculus you can sacrifice 1 parched at the beginnig of your tun. Until the start of your next turn the unit  gain +1 on the PfP table.
If you sacrifice 2 Parched, the unit can repit faliled rolls on "Inured to suffering"

--------------------

I'm thinking that maybe 4 points is too much for a unit that must sacrifice its models to be used. Maybe 3 points should be more adequate and limit the number of units to 2 for each HQ option on the detachment
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Skulnbonz
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PostSubject: Re: mob unit   Fri Feb 16 2018, 18:30

@Dark Elf Dave wrote:
So we would be asking the slaves to help us capture more slaves?

That is a bit like getting the prisoners to be prison guards.  I don't think it would work.

If you want a mob squad then they should be beasts.

Slaves... beasts... are they not the same thing?

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