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 Brotherhood of the Darkened Light rules (Fluff Games ahoy!)

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Lord_Alino
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PostSubject: Brotherhood of the Darkened Light rules (Fluff Games ahoy!)   Thu Sep 04 2014, 00:08

Hello ladies. I was wondering how this looks for fluff based games. Opinions? I'll listen to any.

HQS

Jacques de'Seigneur – 110 PT
WS 5
BS 7
S 3
T 3
W 3
I 5
A 3
LD 10
Sv 4+
Composition: 1 (Unique)
Unit Type: Infantry
Wargear: Ghostplate Armor, Hexrifle, Venom Blade, Jacque's Taser
Special Rules: Fleet, Night Fighting, Power From Pain, Stealth

Jacques' Taser – Any model in base to base contact with Jacques has Initiative 1.



Balle Tueur – 175 PT
WS 9
BS 4
S 3
T 3
W 3
I 7
A 5
LD 10
Sv 4+
Composition: 1 (Unique)
Unit Type: Infantry
Wargear: Ghostplate Armor, Huskblade, Stinger Pistol
Special Rules: Fleet, Night Fighting, Power From Pain, Stealth, Shrouded



Lumiere Noire – 200 PT
WS 5
BS 9
S 3
T 3
W 3
I 5
A 3
LD 10
Sv 4+
Composition: 1 (Unique)
Unit Type: Infantry
Wargear: Ghostplate Armor, Disintigrator Rifle
Special Rules: Fleet, Night Fighting, Power From Pain, Stealth, Shrouded
If your army includes Lumiere Noire you may take Veteran Brothers as a troops.

Disintigrator Rifle
     A special rifle under design by the original Kabal of the Darkened Light. He wields the only one that was not destroyed in the destruction of the Kabal however.
     It is a long barreled Disintigrator Rifle that sacrifices rapid shooting for longer ranged, more accurate shots that fire at high velocities to pierce even the toughest of armors.

Disintigrator Rifle – 48" S5 AP2  Heavy 1, Instant Death
*When firing at a squad, you may choose to have the shot hit the sergeant or independant character in that squad.



Sharpshooter – 60 Pt
WS 4
BS 7
S 3
T 3
W 3
I 5
A 2
LD 10
Sv 4+
Composition: 1 Sharpshooter
Unit Type: Infantry
Wargear: Ghostplate Armor, Hexrifle
Special Rules: Fleet, Night Fighting, Power From Pain, Stealth, Shrouded, Independant Character

A Sharpshooter may take the following options:
Up to two Wrist-Mounted Poison Rifles – 5 Pts each
Up to two Wrist-Mounted Haywire Rifles – 10 Pts each
Replace Hexrifle with Twin-Linked Hexrifle – 10 Pt

Elites

Veteran Brother – 45 PT
WS: 4
BS: 6
S: 3
T: 3
W: 1
I: 5
A: 2
LD: 10
SV: 4+
Composition: 1-3 Brothers
Unit Type: Infantry
Wargear: Ghostplate Armor, Hexrifle
Special Abilities: Fleet, Night Vision, Power From Pain, Stealth, Shrouded

OPTIONS
Any Brethren may take up to 2 Wrist-Mounted Poison Rifles – 5 Pts each
Any Brethren may take up to 2 Wrist-Mounted Haywire Rifles – 10 Pts each

Troops


Brothers – 40 PTS
WS: 4
BS: 5
S: 3
T: 3
W: 1
I: 5
A: 2
LD: 9
SV: 4+
Composition: 1-5 Brothers
Unit Type: Infantry
Wargear: Ghostplate Armor, Hexrifle
Special Abilities: Fleet, Night Vision, Power From Pain, Stealth, Shrouded (Veteran Only

OPTIONS
Up to 1 Brother may be upgraded to a Veteran Brother – 10 Pts
The Veteran Brother may take up to 2 Wrist-Mounted Poison Rifles – 5 Pts each
The Veteran Brother may take up to 2 Wrist-Mounted Haywire Rifles – 10 Pts each

Fast Attacks


Scourge Brethren – 50 PT
(You may only bring up to 4 squads of Scourge Brethren in a list.)
WS: 4
BS: 5
S: 3
T: 3
W: 1
I: 5
A: 2
LD: 9
SV: 4+
Composition: 1-5 Brethren
Unit Type: Jump Infantry
Wargear: Ghostplate Armor, Hexrifle, 2 Wrist-Mounted Poison Rifles
Special Rules: Fleet, Night Vision, Power From Pain, Stealth

OPTIONS
Any Brethren may replace both Wrist-Mounted Poison Rifles with Wrist-Mounted Haywire Rifles - 5 Pts

Weaponry


BROTHERHOOD WEAPONS

Wrist-Mounted Poison Rifle 36" SX AP5 Assault 2, Rapid Fire, Poison 4+

Wrist-Mounted Haywire Rifle 36" S4 AP4 Assault 1
*If a Haywire Rifle hits a vehicle, resolve its effects as normal. Then roll a further D6. On a 1, nothing happens. On a 2-5, the vehicle takes a glancing hit. On a 6, it takes a penetrating hit.

SPECIAL BROTHERHOOD WEAPONS

Disintigrator Rifle – 48" S5 AP2  Heavy 1, Instant Death
*When firing at a squad, you may choose to have the shot hit the sergeant or independant character in that squad.

Jacques' Taser – Any model in base to base contact with Jacques has Initiative 1.

Brotherhood Force Organization

2 HQS
4 Elites
6 Troops
2 Fast Attacks
0 Heavy Supports

MANDATORY

1 HQ
2 Troops
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Unorthodoxy
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PostSubject: Re: Brotherhood of the Darkened Light rules (Fluff Games ahoy!)   Wed Sep 17 2014, 22:21

36" seems extreme to say the least.

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Mr Believer
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PostSubject: Re: Brotherhood of the Darkened Light rules (Fluff Games ahoy!)   Thu Sep 18 2014, 10:06

I was thinking the Scourge Brethren were very cheap, then I saw they had ballistic skill 5 Shocked

Unless I'm interpreting your points values wrong (and I could be, because 50 pts per model sounds closer to what they should cost), a model with a 4+ armour save, 6+ invulnerable save, stealth, night vision, fleet, power from pain, ballistic skill 5, the jump infantry rule, a hexrifle and two 36" range haywire shots costs just 15 points. And you can take four squads of five of them.

If the "fluff" of which you speak is that the Brotherhood of the Darkened Light frequently make their opponents weep tears of blood in sheer frustration, I'd say you're on the right track. Otherwise stuff needs toning down!

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Izaeus
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PostSubject: Re: Brotherhood of the Darkened Light rules (Fluff Games ahoy!)   Sun Sep 21 2014, 16:21

After a quick look definitely needs point increases, and wrist mounted weapons are usually smaller so probably would have pistol range
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thesaltedwound
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PostSubject: Re: Brotherhood of the Darkened Light rules (Fluff Games ahoy!)   Sun Sep 21 2014, 18:26

Agree with points issues (unless cost is per model) and wrist weapons. I don't imagine a rifle would fit onto most wrists. Also too cheap.
Also you'd have a hard time convincing me that a smaller dissie would have a greater range, special design or not.

Anyway, for a fluff based game, your main justification for all this stuff is going to be in the fluff, so where is it?! I'll tell you when I know the story Wink


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